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Author Topic: Tower of the Archmage - Spellcrafting Roguelike  (Read 6696 times)

etgfrog

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Re: Tower of the Archmage - Spellcrafting Roguelike
« Reply #30 on: June 28, 2014, 04:21:53 am »

well...I beat it...with a bolt that cost 1 FP, had 98 power and had both slow and the status effect that the enemy takes twice as much damage from the next source...also had close counter and ranged counter as well as a 114 healing per round self cloud spell.

Sounds like you had fun :D
Yes, I tend to have fun with games that lets me think and develop strategies, thank you for making it.
Although after beating the game I noticed you cant bring any other runes to the next run but you still have them from the previous death.
« Last Edit: June 28, 2014, 04:25:54 am by etgfrog »
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ShinQuickMan

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Re: Tower of the Archmage - Spellcrafting Roguelike
« Reply #31 on: June 28, 2014, 11:40:11 am »

Possibly a dumb question, but, how do you save your progress?
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tryrar

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Re: Tower of the Archmage - Spellcrafting Roguelike
« Reply #32 on: June 28, 2014, 03:09:21 pm »

The cloud absorb rune is just hilariously broken, I'm getting a boost into the hundreds of thousands easily. The key is to reabsorb before the boost runs out, and the timer then resets

Edit: Excuse me, i'm actually getting boosts into the MILLIONS. Good god, this thing is OP

Edit edit:.....up until I cause an overflow error and have negative damage boosts that is. It might be a good idea to cap damage boosts to say, 999(9999, or however high you might want it)
« Last Edit: June 28, 2014, 03:30:03 pm by tryrar »
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Will Alvein

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Re: Tower of the Archmage - Spellcrafting Roguelike
« Reply #33 on: June 28, 2014, 05:26:44 pm »

Possibly a dumb question, but, how do you save your progress?

It's not really dumb since I completely forgot to mention it in the tutorial. The game saves automatically (technically it only saves when you close the program, so if it crashes it might not save your progress), you should be able to continue from wherever you left if you closed the game and didn't die. I think you also need to load the game on the same URL and browser for it to work, though that shouldn't be hard.
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Poltifar

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Re: Tower of the Archmage - Spellcrafting Roguelike
« Reply #34 on: June 28, 2014, 09:08:54 pm »

Great game, but can we get some way of keeping more runes after death, and maybe some way to store them independently from characters?

EDIT: Browser crashed (unrelated to game) and I found it funny what happened when I tried to Continue in the game afterwards.

Spoiler: Don't do flux kids (click to show/hide)

Note the stats on top right, and that all the tiles are walls, and that I levelled up... to level 1.
« Last Edit: June 28, 2014, 09:18:55 pm by Poltifar »
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Quote
<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out

magmaholic

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Re: Tower of the Archmage - Spellcrafting Roguelike
« Reply #35 on: July 25, 2014, 12:06:11 pm »

I want a mobile version of this O A O
also,merge is not boosting my buff power
« Last Edit: July 25, 2014, 12:36:39 pm by magmaholic »
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BlitzDungeoneer

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Re: Tower of the Archmage - Spellcrafting Roguelike
« Reply #36 on: July 25, 2014, 12:12:38 pm »

I want a mobile version of this O A O
That would be AWESOME.
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Kagus

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Re: Tower of the Archmage - Spellcrafting Roguelike
« Reply #37 on: July 27, 2014, 07:15:43 pm »

So I've been dicking around in this a little bit, and so far I'm really rather impressed.  Hell, this is something I would've been impressed by if it were just some little indie doodad in the bowels of Steam, but for a Flash game it's really something.

That said, there are still some...  Things.

Couple little typos and instances of weird grammar here and there, plus what everyone else has mentioned regarding runes (getting different runes with the same name, runes that do effectively the same thing, getting a defensive rune with "+4 FP on defensive runes", so on), missing descriptions on runes and effects, stuff like that.

And it didn't make me feel much better losing my wreckingball dude to "You were killed by: I don't really know :("...  Admittedly, I was probably abusing the dark arts a bit too much, but still...  Messages make things better.


So far, it would seem that the Alchemist is by far the most powerful of the starting classes.  Just toss that block rune of his into the Charge Cloud preset, and suddenly you're not only ministunning enemy units, but now you can spam the damned thing for 1 FP.  With a few other runes, it just builds right up and out of control...  Oh, yeah, I'm not sure if it's intentional, but Greed FP usage gets calculated separately from things like Split and Blood runes, and also Fluxfeed I think.  So if you have a Blood rune attached, you'll do the original FP in damage to yourself, and then pay the +100% of Greed in normal FP.  I wound up using this to good effect in my last run, as it allowed me to keep the effective FP cost at 1 per cast while also using a Blood rune and Cure rune to spam the enemy into oblivion and myself to greater and greater heights of regen.

It's probably just me, but the Draconian seems like he could really use some extra FP or starting runes that lower his expenditure or something...  Unlike the Pugilist with his passive buff, the Draconian can really only kill things by using his abilities, and those abilities are short-ranged and VERY expensive for what they do and how often they need to be done.

I got the click-click rune by beating whatshisface, and noticed that it was completely useless to me since I'd gone...  What was it, 14? ...floors by that point, and had yet to encounter anything that hinted at a shield effect.  Either I'm missing something, or the drop rate for that effect is dreadfully low.

And for those who don't yet have the Absorb rune...  Feel free to abuse Bump.  Create an extremely high-health block, eat it, suddenly +45 power to all spells!  Cast self-empowering buff you designed earlier...  Well, wouldja lookit that!  169 extra power levels!


Aside from that, only thing I can think to comment on is the music, which sounds like some supermarket shuffle at times.   ...which, honestly, is kind of appropriate considering how you're always sniffing about after more, better runes.


EDIT:  Just beat it, all 25 levels and special boss battle of it.  I'm sure the final boss would have been a bit more imposing were it not for the fact that I pinned him down with an exponentially damaging cloud that, after a couple castings, was doing more than five times his total health every tick...  Perhaps some teleportation is in order, so he's at least not sitting still the whole time?


EDIT2: Doing a pugilist run now, doing okay.  Just had my FIRST EVER shield rune drop!  Aaaand...  Well, not entirely sure if it's intentional or not, but an active shield also shaves damage off of the Sacrifice effect.  Reaaaally helps as far as keeping flux levels down goes.
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