This isn't just a boring exercise in systematic permutation, it also has a thin veneer of slop.

LoneBone
Recent community posts
not that I suggest wasting time on this.... but....
you can churn through the bosses by grinding gear - if get the item drop & rarity rate up, fill up on items with good boosts (learn which boosts are good and which are crap, some start bad and get good later, or vice versa),
manually set a higher level to grind higher and higher, if the drop rate is tuned you can double your target level in a very short time, and just keep doing it
you get there by grinding gear
it's a slog
- make sure you set the level of the battle manually
- attack the highest level you can manage at a decent pac
- pick an location to fight based on the gear you want right now (see bestiary)
- while you are in the bestiary, check the drop chance and rarity, if it's low, you will take forever to get anything,
- you need to get item drop% and rarity% up while also being strong enough to increase the fight level
- eventually you will auto-trash anything except epic gear
- a lot of bonuses are garbage, exactly which ones suck will change as you progress
- you can watch the fight to get an idea of what you need
- if yo don't see the enemy bar going down with every hit, get accuracy up
- if you recover health only slowly, get more healing (of some kind, try leeching)
- you can check the stats to see what is working and what isn't
- get enough health to take a hit or two
- get enough heal to heal up before you take the next hit
- get enough damage (depends on multiple factors) to kill faster
- enough drop% and rarity% to get good gear fast
- you need to keep up with accuracy, but only enough to hit most of the time
Damn, that last battle was seriously sweaty. Those big nasties that grow stronger whenever you do anything almost got me. Then I got lucky with a frogger from the portal, took one of the bastards out, and then managed to grind my way into turning the tide. Won with 1 hp left, and no more cards to draw.
Improvement suggestions:
1. If the text log was less verbose (ie fit on a single line) it would be easier to follow what happens. 2. Totally-not-an-ambull threw a dude so hard his hit-box broke. Couldn't click him to make him move. Buggy indeed. 3. At times I felt like the arena was too large. But then again, with that final battle being such a nail biter, maybe you have it just right.
Well done dev!
I feel like it has a lot of potential. But it needs a lot more polish. The UI is not good, and fights you all the time. The progress is not very elegant. The combination of the tight map, how unlocks invalidate previous set-ups, and the UI being against you constantly, it's rather punishing.
Devs should playtest for themselves a few times before publishing.
As is par for the course with vibe coded projects you get a thick layer of features, but minimal substance, and a generous smattering of bizarre issues.
Just to mention two:
How do you get into furniture?
How do you get lvl 4 pickaxe, when you need a level 4 pickaxe to mine the alloy you need to make a level 4 pickaxe.
It is still kind of fun, even though the bugs are somewhat baffling.
Being able to speed up the game is good. But it does interact with targeting in some way.
Smart targeting is a good idea. Though there is def something fishy about how it works with many weapons and fast targets.
It might take more than a three weapons to trigger the bug.
I don't know if "conquering" places in the world map does anything, but being able to filter or sort by difficulty would be useful.
Maybe the ability to set up a queue.
When upgrading the type of a weapon, it doesn't lock out the other options. You could switch back and forth, but that would of course be worse than useless, as it eats the "upgrade".
Vibe-coded bugs galore.
Game speed has a large impact on survivability.
With upgraded launchers in play, lasers and guns barely even fire at all.
Not sure if target selection actually works. Hard to tell.
Fast enemies seem to be the only real threat. And that's because your guns don't seem to target them fast enough to even fire at them.
* Each time you die, look at the board, see if you spot a hint or pattern. There are plenty.
* You can count the time until you need a heart scroll by comparing xp row to heart row.
* Save the scrolls as long as possible. A late game scroll is worth a lot more than an early game scroll.
* Bashing walls is an absolute last resort
* Look at squares, do simple math, check the book to see what monsters are still around.