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my best run so far,  there s a hidden mechanic that  makes weapons  you have more likely to drop?

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Lmao, awesome — looks like a really fun build to play! Yeah, Shop RNG uses a lot of hidden tricks to help you find relevant attacks, while still allowing unrelated ones to appear. That way, you can discover unique builds and experiment freely!

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Thank you so much for the incredible reception of the web demo on Itch, and to everyone who wishlisted the game! Many of the changes—along with much more to come in future updates—are directly based on your feedback here and on the game’s Discord.

I’m also excited to announce that the game will release on Steam on 8 July 2025!

Demo - Update 35 (06 June 2025)

  • Singleplayer UI: Level Up Upgrade Phase and Chest Pickup Phase UI now display the items and attacks inventories (useful to check the scaling of current equipped attacks for example)
  • Singleplayer Shop: subtle animation while selecting a Buy Button
  • Many Balancing tweaks
  • Balancing: nerfed Life Steal in various ways (lower values gained from items)
  • Balancing: nerfed Knockback in various ways (lower values gained, higher item rarity, lower max applied value)
  • Balancing: too much items enhancing HP Max were put in the Demo, this means it was easier to get a lot of HP and to survive in the Demo due to higher ratio of items providing HP
  • Added a subtle duration during which the player can still pickup Souls even if they’re slurped by the Soul Portal
  • Fine tuned the color of some weapons to improve the visibility
  • Balancing: Ballista don’t double their projectiles based on amount anymore (only number of ballistas scales with amount)
  • If Player HP is Full and HP Max > 20, the player can’t be one-shot
  • Bugfix: in-game achievement pop up could be displayed below other UI elements while it should always be above everything else
  • Potential Bugfix for a rare bug happening in Multiplayer shop where player2 Shop sections wasn’t displayed at all
  • Rework the save system in preparation for upcoming features

contracts on the game

Love the art style, upgrades, controls, etc. Balance might be the only thing off about this. If you were to add anything, I would want to see more variety in the stages, similar to Vampire Survivor. Otherwise- really great.

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Thank you so much! I’ll keep working on the balance with each update, and I appreciate the suggestion on stage variety!

Torch IV has a problem rounding numbers in the stats hover over display. Other levels of torches work
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Thanks, I'll fix this displayed rounding number issue soon!

For now I'd say it's fun, but lacking a bit in balance. I absolutely suck at brotatolikes. But find this one easy, so it's probably undertuned as far as difficulty is concerned. The power and availability of HP and regen items, makes you just literally not care if you get hit. Then the relatively strong armor on top and you're just too tanky for anything to feasibly ever kill you.

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Thanks for the feedback! Sounds like tanky builds might be a bit too forgiving right now, i'll do some balancing changes

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Life steal has similar issues too. There's also the standard issue with knockback in these kinds of games. The lack of any enemy resistance/diminishing returns, means it's way too easy to get enough knockback that enemies cannot touch you anymore. Ranged attacks are too few and far between to worry about with the current levels of sustain. Meaning you can just Stand Still and Kill way too realiably.


Edit: Lategame with 6x Wands I'm getting so much screen shake it's triggering simulation sickness. It was due to having Pierce + Bounce. The screen shake from my projectiles bouncing off the edge of the map.

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thanks for your feedback, it will help for the game balancing!
For now I try to avoid diminishing returns by design to make sure each feature and stat is super easy to understand because I dislike when roguelike gets too opaque, I prefer that the player fully and easily undestand each of its choices, but yeah that involves a good balance to find!

In future updates, Life Steal will become harder to get, Knockback will be capped at lower maximum applied values.

Regarding the overall difficulty, the full version has 3 extra level of difficulties, and based on some feedbacks i have from beta testers, the balance between the 5 difficulty modes seem to be close to what i'm aiming for (minus some issues like you pointed out, and of course some balancing required on specific builds and items)

There is already an option to disable screenshakes ;)

Edit: Would you be interested to join the beta-test of the full game? If so please join the Discord and ping me in DM ;)

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I did notice that you could turn off screen shake entirely. But admittedly a lot of the visceral feel of the combat goes away when you fully disable the screen shake. But when you have too many Leeroy/knockback projectiles/bouncing projectiles. It just reaches the point where simulation sickness sets in. Wish there was something like an intensity setting, or a way for it to cap out at how often a screen shake can get triggered.


I agree on the opaque thing. But I was more thinking something akin to how CC Diminishing Returns works in WoW. Where 1st hit = full value, 2nd hit within 10s = half value, 3rd hit = 1/4 value. Then 10s of immunity before it resets. That way you still get knockback when you pick knockback. But you can't just perma nail enemies against the wall.

Edit: Also there's a wording issue (or a bug) with how multiple pentagrams work. If you have adept pentagram and the item pentagram the wording is "when you stand inside a pentagram" But the item one gives the 20% damage ONLY and the adept one gives the adept bonuses ONLY. The wording would mean that both pentagrams should give adept bonus AND 20% damage bonus.

Edit2: I'd suggest reformatting Grimorius tooltip so that the -10% armor is above the "on level up"portion. The indentation difference between the +1% speed and -10% armor is small enough that I read it as losing 10% armor on every level up.

Thanks a lot for the interesting insights!

I nerfed HP, Lifesteal and Knockback using various techniques in the last update, along with many other changes.

Just tested Pentagram/Adept and it works as expected: the 2 effects stack correctly as the wording implied

I reformatted Grimorius tooltip as you suggested ;)

Very cool in it's current state. I love how much it really emphasises movement like how some active abilities need to be grabbed from around the arena to do them

That said, I think enemy projectiles could honestly stand out more. I could hardly see them at times in all the chaos.

Still, I think this is a pretty solid base right now, and as always, you have a beautiful visual style, though I feel like the game suffers a little from how busy it can get. Great stuff so far though

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Thanks Bad Piggy! Really glad you’re enjoying the mechanics. I appreciate the feedback on projectile visibility and how busy things can get. I’ll definitely look into ways to improve those aspects. Really grateful for the kind words and thoughtful feedback!

A copy of the brotato), but still fun.

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Hey thanks a lot! Yes this game is a Brotato-like with many twists and new innovative mechanics, such as:
- Equippable Boss Patterns (active skills you can trigger by picking orbs on the map)
- Minion Summoning
- Growing Plant Minions with a watercan
- Amount and Size stats 
- Physics-Based Weapons – like chained spikeballs
- Kickable stuff (you can even play soccer with your minions or other co-op players)
- Playable character merge feature (get the effect of 2 different characters or more at the same time)
- Dozens and dozens of unique effects (turning enemies into Sheep, or Golden Statues, or both?)
I'm aiming for something like The Binding of Isaac meets Brotato — a deep, replayable experience full of chaotic synergies and wild builds that feel totally unique each run, with all the "being a boss fantasy and humor" deeply included in the mechanics and content :)

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