But I want to unlock all the skills, and that's really hard to do without knowing the requirements.

igmkjp
Recent community posts
Yeah, it's actually not that bad. It would be nice if there was a tab where I could re-read the narration from previous veils. Also, what happens when Dread fills up?
The "when won" field on assaults doesn't like it when i increase the text size.
I think the names of the first two story achievements might be switched.
I think I got +60 max Mettle from somewhere and I'm not sure where.
There are many QOL improvements you could make to the binding system. A button to assign multiple, as another commenter said, but you could also add a function to save and load assignments, or at least a button to unbind all oneiri, everywhere.
You should make the price of units disappear when they're maxed out, the same way as constructs. Similarly, repeatable visions should disappear when they can't be poured any more.
I didn't find the shape preview very useful.
The increased bomb damage might be a bit underpriced; at the time I purchased each level, the bombs were already destroying tiles completely.
The way the game counts up all the gems at the end of a run is a bit confusing; at first I thought it was giving me extra gems.
The upgrade that lets you see multiple layers is kind of weird; it would probably make more sense if it let you see X layers beneath the current top layer, instead of working in "blocks" of X layers.
The party swap interface and the transformation menus could really use some streamlining. I don't want to have to swap someone into my party just to check their stats, and I think the transformation menus could be reduced to one menu with every option. I gave up shortly after getting Tarnhelm for this very reason, so there might be more menus later on with similar problems.
It's annoying not being able to see what status effects either side has in battle.
I'd also appreciate a world map, but It's not that big of a problem.
Go to Entry Hall and Go to Basement still only work once. It's probably related either to how opening doors works, or how sequences work.
I still think the memory tab needs to scroll more smoothly. I know you can drag the scroll bar, but that's also inconvenient.
Resources still shouldn't be used automatically if it wouldn't give the whole benefit.
Go Through Basement should contain Absorb Anima at some point. Is it possible to make an action repeat until a resource is filled?
The explanation of Earthen Antibirth is very confusing. So confusing, in fact, that I don't have many ideas on how to improve it. The only concrete problem I can point to is that it should probably say an item can't have 2 or more modifiers, not 1.
Earthen Antibirth as a whole is very grindy. Where am I even supposed to get 40 provisions, even in the full game?
I like it! Keep working on it! Bugs I found:
March to fallen traveler and March to tower go by super fast at the start, then settle down to the correct speed.
Topology probably should be topography.
I can't tell what counts as a "category" for the boon of false action.
Not a bug, but why can't I reanimate the fallen traveler?
What the hell is a "mine adit"?
"Go to entry hall" should have a corresponding "go to basement". In fact, keep that in mind: (almost) all travel sequences should have a corresponding sequence in the other direction.
Go to entry hall doesn't work if the door is already open.
There should be a setting to only auto-use resources if you can get the full benefit.
After discovering the break room, I can enter without forcing the door on subsequent runs, though the action is still available. However, I can't leave without forcing the door, which I can apparently do from inside.
The memory tab should scroll more smoothly. Right now it's kind of disorienting.
Right clicking an action should pause it just before finishing.
In one of my runs, while I was digging out the robe, the game randomly slowed way down. Even saving and refreshing didn't fix it. Unfortunately, my save at the time is too big to paste.
Sorry for taking so long to reply, itch wasn't letting me comment for a while.
Anyway, I don't remember a "thrust combo" or any special attack that requires a three-attack combo. The thrust CAN be used as the third hit of a combo, but it doesn't have to be; the input is just two attacks, but with a slight pause in between.

SCORE
If you no-hit the entire fight and collect all the bonus tiles at the end, you'll get a total of 41,200 points from collecting tiles. There's also a speed bonus, which gives you 100 points for each second under 6:20. Tiles can spawn right under your feet, so with perfect RNG, I think the theoretical fastest time is around 3:30.
TIPS
- The flowers only hurt you at the moment they bloom; you can safely walk on them afterwards.
- The column where the boss begins the moving laser attack is safe; he only starts shooting the laser after he's already moved one column to the side.
- To dodge the cards in phases 3 and 4, stand one column away from the middle, and not in the top two rows. When the card in the row above you is between you and your reflection, move up twice.
- If you die in phase 3 or 4 and continue, you (that is, the blue guy) will respawn on the right side of the arena, so be warned if you prefer to be on the left.
- Sometimes taking a hit will let you beat the boss slightly faster, at the expense of your score.
HARD MODE TIPS
- Like the flowers, the shockwaves from the coins aren't a lingering hitbox.
- The triple laser attack has a small chance to put you in a situation where it's humanly impossible to get to safety fast enough. I don't have an image, and it's hard to explain without one, but you'll know when it happens to you.
- Don't ask me how to dodge the wavy hat attacks. In my opinion, making an attack that doesn't adhere to the grid was a terrible idea.
Please reply if you have any tips to add!
I think it would be more helpful to let the back-end developers know, or even the server maintenance people. This is a widespread problem - many people have been unable to comment for a while, and those people are also getting no reply to their tickets. Related Github issues also have nobody assigned. Can you at least ask the admins what they're busy with, because this should be a high priority problem.
- I just started a new game and the home tab lists a bunch of bee-related stuff I don't have.
- Some dialogue options don't shine when they're new, or keep shining when I've already chosen them once.
- Sell Books says it has a max of 1, even though it's not an upgrade.
- "Gather Octagonal Magic" should maybe be renamed to "Gather Eightfold Magic".
- It doesn't make sense that rooms take up floor space, but then the things I put in the room take up additional floor space.
- On the same topic, I still think you should figure out some way to make floor space work intuitively, where you have to pay the whole cost.
- Research Scrolls rapidly becomes inefficient. Maybe add Research Books and make it unlock at the same time as Sell Books?
- The narration for Offer Kingly Blue misgenders the Librarian.
- When a lot of different resources are being produced over time, the ticks cause stuttering.
- Save export doesn't work. It doesn't matter if I press the copy button or highlight the text, it doesn't copy.
- Some of the Headmaster's dialogue misspells fascinating with a double A.
