Tyler, I'm so glad you realised (albeit too late) you need to reroll the 60hp bar. Besided that, I'd love for you to remember you can cast the die to improve some of your trashier cards
@@OlexaYT I can see how you thought that from your mana. But you didn't change your *mana capacity* or your *mana regen*, you changed your *current mana*. Much like how changing an enemy's health "permanently" doesn't mean it stays at what it rolls, say, 6, no matter what other things happen, the numbers can still be effected by other things that would change them. I bet changing the ammo count on the crossbow would be amazing, as an example.
@@OlexaYT one of my fav things is rerolling the Ammunition count on the crossbow to shoot it several times in a row. Don't listen to haters telling you there's "consequences" and "risk" to changing your cards and go wild with rolls.
All that “3” is, is the number that shows how much mana you currently have, if you change that 3, the only thing you change permanently is how much mana you have, not the maximum mana you receive per turn.
@@mewtwo7079 that too. And it DOES permanently increase your mana capacity for the fight if you gain more mana than you would be able to hold otherwise
Glad to see more diceomancer from you This game certainly has spades of unique design and mechanics And you actually haven't seen like of half it, sooo hopefully you'll find out!
I see that nobody has said it yet, so a quick tip: when you have loaded ammo 1 or remain 1 use your dic3 to permanently increase it, because changing that specific number does not accualy distort the card.
9:03 I remember getting organ gun on my first demo run and it being a lot sillier than it seems on the card. There was another card, I don’t think it came up this video, that gives ammo to all cards with ammo after drawing a few cards. There is no evident cap for loaded ammo that I’ve reached, and you’ve probably noticed that ammo carries over between encounters, so you can just have as much as you want inside it to delete any encounter you don’t like.
the number to the right of your mana is not your mana cap, it is your current mana which goes down every time you use mana. It is one of the few nonpermanent numbers on the screen so one of the few things that doesn't have a persistent effect if you change it.
The tricky part about this game is just because it synergies doesn’t necessarily mean you can afford to do it. Also pro tip, try changing the number on the draw/discard pile some time for a “cards in hand” run 😉
At 27:00 Kicking 4 times is dealing it 5 times. So thats 5 times for 4 in hand -1 fortify = 15 dmg Kicking 3 times is 4 times for 5 in hand -1 = 16 dmg, plus you get to keep a card
I love watching you play this game but man is it triggering. Refusing to play the fish, using the dice rolls on the smallest health bars. Think it’s the first time I’ve actually said “what is he doing” out loud at an olexa video. And that says a lot 😂 P.S. please make this a series 😅
I got diceomancer for myself after watching your first video, and its a great game, but I wish either they made it harder to unlock things or add more to unlock because I had gotten everything after playing for 6ish hours. still a very fun game regardless
You only "Keep" a card if you don't play it, so you don't discard it with the rest of your hand at the end of your turn. And an idea I had was to use The One Die to roll the reload on the Crossbow
The estimated damage of 'Mind Spike' is only if you do not discard cards. If you have 5+1 cards in hand and you don't discard, 'Mind Spike' does 5 damage. If you discarded 1 card though, 'Mind Spike' deals 4 damage twice, total of 8. If you discard 2 cards, 'Mind Spike' deals 3 damage three time, total of 9. The wording on the card is pretty bad but it can be assumed that damage is calculated based on how many cards are left in your hand after discarding. So if you hand size is 5+1, then if discard 3 cards you will have two left in hand and you will deal 6 total damage. Cards that synergize with 'Mind Spike' would be a card that reads, "When this card is discarded draw _n_ cards."
@OlexaYT I always notice you have cool, niche, ideas but your execution always seems to not be optimal. You picked a great card, to get your draw pile into your hand, but I really believe it should have been your first upgrade. It would put the bigger pile into you hand. I couldn't really understand removing a card or not taking the relic from the shop that synergizes with the strategy or why upgrading the bow was the better choice for you. But i guess, a difficult thing was getting blue mana.
Our biggest issue was dealing damage. Upgrading draw on the chance of us pulling a singular card to synergizes just felt less valuable than bettering our ability to deal damage at the time
If you are going to reroll a health bar, i recommend starting with their highest one, otherwise you are sort of wasting a lot of the damage it can do for you
I have now played a good chunk of this game and I would recommend exploring the map more. You can go backwards and up and down which is essential to have enough stuff for early game. Just watch out for the mist. Also there is an upgrade that allows you to use the die in rewards screen. It is extremely helpful
It's because you didn't change your mana cap. You changed your current/temp mana number. That's my guess anyway. Mana cap would be tied to the number that shows up when you hover over it in the info box, wouldn't it?
Last video: the prologue is important because the you need to understand the rules This video: what does action mean and why doesn't the one die permanently change my mana 😭 I'm still so grateful he showed this game in the last video. I picked it up and love it so much
All that “3” is, is the number that shows how much mana you currently have, if you change that 3, the only thing you change permanently is how much mana you have, not the maximum mana you receive per turn.
The bigger the number the bigger is the effect of modifying it. Therefore if you modify a healthbar, the one with the biggest number should be prefered.
I feel like mind spike should deal damage equal to the number of cards in hand when you cast it not after you discard, but I understand why they decided to make it that way
@OlexaYT as far as I could tell it'd be no more op than converting all your red cards into red mana and storming off with grapeshot, but idk I guess they want kick to be a risk/reward with Mind Spike
"We're so back" "It's so over" "We're coming back" "It's never been more over" "We might be back" "It's definitely over"
I speak for all 187k+ subs when I say we want more episodes
Dat a big number bru
He really does
Bingchilling no lies here
Yep
Here for it
I was hoping for a series on this one for a while. It's such a unique game
olexa labelling another game 'roguelike deckbuilder' once again
This is clearly a fishing game
This is the coolest deckbuilder I’ve seen in ages
Tyler, I'm so glad you realised (albeit too late) you need to reroll the 60hp bar. Besided that, I'd love for you to remember you can cast the die to improve some of your trashier cards
The permanence to change a card is only for that fight though yeah?
@@OlexaYT no, changing the cards actually lasts the whole run lol. Unfortunately you just kind of have to learn from trying things out.
@@OlexaYT I can see how you thought that from your mana. But you didn't change your *mana capacity* or your *mana regen*, you changed your *current mana*.
Much like how changing an enemy's health "permanently" doesn't mean it stays at what it rolls, say, 6, no matter what other things happen, the numbers can still be effected by other things that would change them.
I bet changing the ammo count on the crossbow would be amazing, as an example.
It is risk reward though. Because it adds distorted to the card which makes the mist move up when played
@@OlexaYT one of my fav things is rerolling the Ammunition count on the crossbow to shoot it several times in a row. Don't listen to haters telling you there's "consequences" and "risk" to changing your cards and go wild with rolls.
The "permanently change a number" got me too. I had 13 mana at one point then the next fight went back to 3 and I was so annoyed
That’s because the rules in the compendium are reapplied after every fight.
All that “3” is, is the number that shows how much mana you currently have, if you change that 3, the only thing you change permanently is how much mana you have, not the maximum mana you receive per turn.
@@mewtwo7079 that too. And it DOES permanently increase your mana capacity for the fight if you gain more mana than you would be able to hold otherwise
You have to make this a series! Such a fun game to watch! Keep it up been loving the content lately!
Game: You can change ANY NUMBER in the game.
Tyler: I'm gonna use it like a random damage spell forever.
Game: ...but... :
"I'd love to see the upgrade for it" while looking at the upgrade for it 😂
Glad to see more diceomancer from you
This game certainly has spades of unique design and mechanics
And you actually haven't seen like of half it, sooo hopefully you'll find out!
I see that nobody has said it yet, so a quick tip: when you have loaded ammo 1 or remain 1 use your dic3 to permanently increase it, because changing that specific number does not accualy distort the card.
YIPPEE I love diceomancer!! Been playing since your last video and even did a speedrun of the game, its real fun
I’m excited to see you unlock the other classes, I think you would like how unhinged they are
The metaprogress in this game does unlock a lot of fun stuff! One of the possible unlocks is the ability to upgrade your dice artifact inside of runs.
Yeah I want more content I love diceomancer. Glad someone is making great content for it
9:03 I remember getting organ gun on my first demo run and it being a lot sillier than it seems on the card. There was another card, I don’t think it came up this video, that gives ammo to all cards with ammo after drawing a few cards. There is no evident cap for loaded ammo that I’ve reached, and you’ve probably noticed that ammo carries over between encounters, so you can just have as much as you want inside it to delete any encounter you don’t like.
the number to the right of your mana is not your mana cap, it is your current mana which goes down every time you use mana. It is one of the few nonpermanent numbers on the screen so one of the few things that doesn't have a persistent effect if you change it.
This game is truly amazing and unique. More please!
yes yes yes yes. Gimme a series on this game. Please
Seeing the thumbnail reminded me of untitled goose game. I really think you would love that game olerxy
The tricky part about this game is just because it synergies doesn’t necessarily mean you can afford to do it.
Also pro tip, try changing the number on the draw/discard pile some time for a “cards in hand” run 😉
Please keep playing this
This game is very different compared to other deck building rouguelikes, it's so crazy and quirky, love it.
I'd be interested to see a run where the magic die is *not ever* used on enemy health. I suspect it's geared towards less direct uses of the die.
At 27:00
Kicking 4 times is dealing it 5 times. So thats 5 times for 4 in hand -1 fortify = 15 dmg
Kicking 3 times is 4 times for 5 in hand -1 = 16 dmg, plus you get to keep a card
I played this all day and fell in love with the berserker class
I love watching you play this game but man is it triggering. Refusing to play the fish, using the dice rolls on the smallest health bars. Think it’s the first time I’ve actually said “what is he doing” out loud at an olexa video. And that says a lot 😂 P.S. please make this a series 😅
It’s a brutally difficult game with a tonnn going on. Easy to lose track of things
@ 100%. Guarantee if I played it I would make even more mistakes. Love your work
I got diceomancer for myself after watching your first video, and its a great game, but I wish either they made it harder to unlock things or add more to unlock because I had gotten everything after playing for 6ish hours. still a very fun game regardless
What is this but a relook of a relook?
Yes, we can do the hamburger play. Truely a classic strategy. Fantastic 😂😂😂
The remain value of cards seems to be a good target to roll for as well.
You only "Keep" a card if you don't play it, so you don't discard it with the rest of your hand at the end of your turn.
And an idea I had was to use The One Die to roll the reload on the Crossbow
Red mana is unlockable in upgrades, so you should be able to try the next class for your next run if you want.
Keep means it doesn't discard when you hit end turn, it does not protect it from any other discard effects.
Subscribed just for this game
oh we are definitely getting a series after that boss battle
I wish this game had much more video content on UA-cam. Just like slay the spire has countless runs and challenges for us to watch :)
This is one of my favorite games! Also, this game is not hard. You get good at it with time, but it is a bit weird compared to other deck builders.
I like using the dice card on the one dice relic charges also you can use it on your deck or discard pile to draw a ton
The estimated damage of 'Mind Spike' is only if you do not discard cards.
If you have 5+1 cards in hand and you don't discard, 'Mind Spike' does 5 damage.
If you discarded 1 card though, 'Mind Spike' deals 4 damage twice, total of 8.
If you discard 2 cards, 'Mind Spike' deals 3 damage three time, total of 9.
The wording on the card is pretty bad but it can be assumed that damage is calculated based on how many cards are left in your hand after discarding.
So if you hand size is 5+1, then if discard 3 cards you will have two left in hand and you will deal 6 total damage.
Cards that synergize with 'Mind Spike' would be a card that reads, "When this card is discarded draw _n_ cards."
We definitely were calculating this for the entire episode haha
@OlexaYT I always notice you have cool, niche, ideas but your execution always seems to not be optimal. You picked a great card, to get your draw pile into your hand, but I really believe it should have been your first upgrade. It would put the bigger pile into you hand.
I couldn't really understand removing a card or not taking the relic from the shop that synergizes with the strategy or why upgrading the bow was the better choice for you.
But i guess, a difficult thing was getting blue mana.
Our biggest issue was dealing damage. Upgrading draw on the chance of us pulling a singular card to synergizes just felt less valuable than bettering our ability to deal damage at the time
We dont mind. Give us more of this. ❤
If you are going to reroll a health bar, i recommend starting with their highest one, otherwise you are sort of wasting a lot of the damage it can do for you
I have now played a good chunk of this game and I would recommend exploring the map more. You can go backwards and up and down which is essential to have enough stuff for early game. Just watch out for the mist. Also there is an upgrade that allows you to use the die in rewards screen. It is extremely helpful
It's because you didn't change your mana cap. You changed your current/temp mana number. That's my guess anyway. Mana cap would be tied to the number that shows up when you hover over it in the info box, wouldn't it?
Ah frick
@OlexaYT It's just a guess.
So sad to not see an intro that says olexa re-relooks
Lmao. Maybe I’ll humor you on the next one
Last video: the prologue is important because the you need to understand the rules
This video: what does action mean and why doesn't the one die permanently change my mana 😭
I'm still so grateful he showed this game in the last video. I picked it up and love it so much
as someone who forgot, can you answer both?
All that “3” is, is the number that shows how much mana you currently have, if you change that 3, the only thing you change permanently is how much mana you have, not the maximum mana you receive per turn.
Full release of lake of creatures is out I think?
Yup. Vid tomorrow
fun game, would watch more
woo we got more!
He plays whatever he wants , and its not like there a lot of games for him to cover .
so series?
The bigger the number the bigger is the effect of modifying it. Therefore if you modify a healthbar, the one with the biggest number should be prefered.
Lol good try
I feel like mind spike should deal damage equal to the number of cards in hand when you cast it not after you discard, but I understand why they decided to make it that way
It’d be stupid op. You’d discard fully everytime
@OlexaYT as far as I could tell it'd be no more op than converting all your red cards into red mana and storming off with grapeshot, but idk
I guess they want kick to be a risk/reward with Mind Spike
This is my favourite game man! Please violate it more!!!
Tyler you have to let your mind roam you're thinking too hard just vibe with it trust.
Feels illegal being this early 😂
pls more
'-'👍
I'm sorry in advance for saying this but: please play terra cards again
There’s another coming tomorrow
@OlexaYT That's nice 👍
You can be a fool AND play Diceomancer.
30 seconds ago, holy moly
Will you every try "#Blud", it looked good