The combined daggers multiplied the bonus by the amount of daggers you had, so whenever it got high bonuses your damage would be multiplicatively higher. This is why your damage looked higher than it should be sometimes, especially because when hovered over the tooltips did not mention anything about that functionality.
It's a cool mechanic, and I am surprised there isn't more risk factor involved. Like how the Genies being hidden initially doesn't really change anything, like at all.
In Luck Be A Landlord, you get a new symbol after every single spin. Even with a larger starting deck, the beginning will still just be more of an idle game (or even worse than that), where you watch things happen but you have no actual control. They should probably give you maybe 5 symbols to pick right at the start. Letting you pick 5 separate symbols one after the other might be a bit overwhelming, at least for a new player. The other alternative would be to generate a few groups of 5 random symbols and you just pick one of those. Or have each of the first 5 enemies have 1 HP, and it's just one after the other without picking stages, so then you do just pick a symbol after every spin in the beginning (and the rest of the game proceeds as normal).
It'd be interesting if when you got status effects (bleed, poison, curse) they added temp symbols to your deck that interacted with your symbols for the duration of that fight. Like if bleed is adjacent to strength symbol it is half as effective, Curse negates mana boosts, Poison effects agility/accuracy. That way you have to buy like potions/healing items or runes that can be used as active items or you build a glass cannon deck.
The game need to start with 20 blank "stones" plus the five itens from the class! So you have a chance to get what you need and need to delete the blanks to improve your odds and have space to make the combos!
Wow. I've just announced my new game Spinny Dungeon (Luck Be a Landlord with food/gold/mana). And I see another game coming out with a similar idea. I'm glad that our games are mechanically totally different. I was trying to add more depth, resource management and decision making to LBaL. LBaL was almost like a clicker to me. Another key difference. The developers of Spin Hero used a Slay the Spire style map. I placed monsters right on the grid like in Plants vs. Zombies.
Played the nextfest demo, looks like they implemented a solution to the boring early game, by making the first node a campfire which lets you pick a pack of 5 symbols with 5 packs to choose from.
A quick solution would be an initial like 3-5 choices of symbols to add. I feel it would go a long way in the early game. Let players starts planning builds from the rip. As it stand you're getting every symbol you pick for the first zone and a half every spin, so it just comes down to hoping you've drafted enough damage symbols to get through before your build takes proper shape, no real meaningful choices are being made since you'll get everything you've picked.
I recommend making the hp on the early enemies to be completely minuscule. like be able to one hit them if the characters synergy procs but barely not kill them if the synergy doesn't line up. Also, to add to this, let there be a higher chance to get a higher leveled item based on how many turns it takes to kill the enemy. If I am fighting a meter and i get the uncommon if i one shot this thing, I'm gonna be involved in the little rng I have going on. Then the system can flourish and let snowball builds get super snowbally to the point where you can design really challenging fights for the player in the late game.
Interesting slot machine game. I noticed there wasn't much interaction with the columns and rows of the machine, which seems like a miss for the style of game, though that could simply be due to the build that Retro ended up going with. A full axe run looks like it could be fun
Have you tried Endgame of Devil? Honestly I think there is room for another breakout slot machine roguelike but I don't hink the perfect mix of mechanics has been found yet
On the select your hero screen the design of the hero "Card" reminded me of another Game - it Looks almost exactly Like the physical card game "Pixel tactics". The font, the colors, the Symbols... Just 1:1 exactly the Same lol
in the current form, Endgame of Devil for sure. I mean you said it yourself you played _a lot_ of Endgame of Devil. This barely has content yet, but unless some pretty big core changes happen _in addition to the rest of the content_ I don't picture my opinion changing.
"In a manner that may or may not be entirely clear, one might find, after much consideration, that the object in question, which could potentially be of significant or insignificant value depending on one's perspective, might, in certain circumstances that are both predictable and unpredictable, be capable of being stored, or perhaps not stored, in what could be referred to, in one way or another, as a Shinobi Belt, though whether or not this belt is actually a belt, or even associated with a Shinobi, is a matter that may require further investigation, which, in itself, could lead to more questions than answers, thus looping back to the original inquiry of whether or not the item in question can indeed be stored, partially or fully, in said belt, if indeed it is a belt, and if indeed it belongs to or is associated with a Shinobi, which, as previously mentioned, may or may not be the case."
It would help a lot, mostly if one is guaranteed right away. The first fights are way too long for how uninteresting they are. Then the game suddenly gets really good halfway through haha
I feel like he didn’t need to keep on removing items from his inventory although I see what type of strategy he was going for I feel like he would’ve had a stronger build if he only removed the useless items but kept some of their other items
I played enough Luck be a Landlord to tell you it is absolutely the right call. You can see the impact of even being 1 over near the end. We had fights where we rolled everything except for our massive damage book. There is zero reason to want to be over max.
I really enjoyed this demo, and ended up going heavy into magic would completely obliterated the entire game. It was fun but ended up just becoming an idle game with not much to really do besides very rarely remove symbols or activate runes. Granted luck be a landlord was similar I hope there are other things we can do during combat.
Luck Be a Warlord
The combined daggers multiplied the bonus by the amount of daggers you had, so whenever it got high bonuses your damage would be multiplicatively higher. This is why your damage looked higher than it should be sometimes, especially because when hovered over the tooltips did not mention anything about that functionality.
that is huge (and unclear)
@@Retromation Also at 17:47 the thing you thought got "used up" was the knives stacking from three to four.
Sometimes it was just luck with quivers thou
The item that disappeared was a single throwing knife that got added to the stack of throwing knives.
It's a cool mechanic, and I am surprised there isn't more risk factor involved. Like how the Genies being hidden initially doesn't really change anything, like at all.
In Luck Be A Landlord, you get a new symbol after every single spin.
Even with a larger starting deck, the beginning will still just be more of an idle game (or even worse than that), where you watch things happen but you have no actual control.
They should probably give you maybe 5 symbols to pick right at the start. Letting you pick 5 separate symbols one after the other might be a bit overwhelming, at least for a new player. The other alternative would be to generate a few groups of 5 random symbols and you just pick one of those.
Or have each of the first 5 enemies have 1 HP, and it's just one after the other without picking stages, so then you do just pick a symbol after every spin in the beginning (and the rest of the game proceeds as normal).
give them enough hp to where they can withstand a hit with no synergy, but gewt one shot if you have the +2 damage from the ring or something.
My feeling is one of the locked characters is a Shinobi, and their unique symbol is a belt that those weapons get combined into..
It'd be interesting if when you got status effects (bleed, poison, curse) they added temp symbols to your deck that interacted with your symbols for the duration of that fight. Like if bleed is adjacent to strength symbol it is half as effective, Curse negates mana boosts, Poison effects agility/accuracy. That way you have to buy like potions/healing items or runes that can be used as active items or you build a glass cannon deck.
The game need to start with 20 blank "stones" plus the five itens from the class! So you have a chance to get what you need and need to delete the blanks to improve your odds and have space to make the combos!
Wow. I've just announced my new game Spinny Dungeon (Luck Be a Landlord with food/gold/mana). And I see another game coming out with a similar idea. I'm glad that our games are mechanically totally different. I was trying to add more depth, resource management and decision making to LBaL. LBaL was almost like a clicker to me.
Another key difference. The developers of Spin Hero used a Slay the Spire style map. I placed monsters right on the grid like in Plants vs. Zombies.
hook our guy up so we can get your game on the channel
Luck Smiled upon you this Run - I hope this becomes a Full Series ❤!!
32:30 *AHEM* it's _Burr_ 'owah! to you. xD
36:39 in-to the boss's room♪
I legitimately thought the quiver was a chocolate bar until you got the crossbow
This releases tomorrow. Cant wait to spin dat thang.
Played the nextfest demo, looks like they implemented a solution to the boring early game, by making the first node a campfire which lets you pick a pack of 5 symbols with 5 packs to choose from.
A quick solution would be an initial like 3-5 choices of symbols to add. I feel it would go a long way in the early game. Let players starts planning builds from the rip. As it stand you're getting every symbol you pick for the first zone and a half every spin, so it just comes down to hoping you've drafted enough damage symbols to get through before your build takes proper shape, no real meaningful choices are being made since you'll get everything you've picked.
I recommend making the hp on the early enemies to be completely minuscule. like be able to one hit them if the characters synergy procs but barely not kill them if the synergy doesn't line up. Also, to add to this, let there be a higher chance to get a higher leveled item based on how many turns it takes to kill the enemy. If I am fighting a meter and i get the uncommon if i one shot this thing, I'm gonna be involved in the little rng I have going on. Then the system can flourish and let snowball builds get super snowbally to the point where you can design really challenging fights for the player in the late game.
Interesting slot machine game. I noticed there wasn't much interaction with the columns and rows of the machine, which seems like a miss for the style of game, though that could simply be due to the build that Retro ended up going with.
A full axe run looks like it could be fun
I was hoping for another slot machine roguelike. Ive played the death outta luck be a landlord lol
Have you tried Endgame of Devil? Honestly I think there is room for another breakout slot machine roguelike but I don't hink the perfect mix of mechanics has been found yet
@GlobusTheGreat I havent! I will absolutely check that out thank you!
Same here
On the select your hero screen the design of the hero "Card" reminded me of another Game - it Looks almost exactly Like the physical card game "Pixel tactics". The font, the colors, the Symbols... Just 1:1 exactly the Same lol
Besides LbaL, it looks like Endgame of evil but with more depth. Which one did you prefer? I played a lot of Endgame of evil but ended up a bit bored
in the current form, Endgame of Devil for sure. I mean you said it yourself you played _a lot_ of Endgame of Devil. This barely has content yet, but unless some pretty big core changes happen _in addition to the rest of the content_ I don't picture my opinion changing.
"In a manner that may or may not be entirely clear, one might find, after much consideration, that the object in question, which could potentially be of significant or insignificant value depending on one's perspective, might, in certain circumstances that are both predictable and unpredictable, be capable of being stored, or perhaps not stored, in what could be referred to, in one way or another, as a Shinobi Belt, though whether or not this belt is actually a belt, or even associated with a Shinobi, is a matter that may require further investigation, which, in itself, could lead to more questions than answers, thus looping back to the original inquiry of whether or not the item in question can indeed be stored, partially or fully, in said belt, if indeed it is a belt, and if indeed it belongs to or is associated with a Shinobi, which, as previously mentioned, may or may not be the case."
Dunno, i Love the Slow entry
They have a prolouge and a demo, wich one am i supposed to play.
it sounds like the prologue has more content, but I also don't think it is available yet
I need a playthrough
Shinobi is probably another class right?
This seems really similar to the game "10000000"
bows seem to want you to have multiple quivers. I probably would have evicted the bows and quivers before the venomous dagger
What about having some "horde mode" fights where you fight multiple weak enemies simultaneously but get a draft after each kill?
It would help a lot, mostly if one is guaranteed right away. The first fights are way too long for how uninteresting they are. Then the game suddenly gets really good halfway through haha
not even gonna watch the video, I'm sold, wanna try it myself :D
You should start with more rusty equipment so they degrade and are weak but you they can be useful
can u remove dots?
I feel like he didn’t need to keep on removing items from his inventory although I see what type of strategy he was going for I feel like he would’ve had a stronger build if he only removed the useless items but kept some of their other items
I played enough Luck be a Landlord to tell you it is absolutely the right call. You can see the impact of even being 1 over near the end. We had fights where we rolled everything except for our massive damage book. There is zero reason to want to be over max.
I really enjoyed this demo, and ended up going heavy into magic would completely obliterated the entire game. It was fun but ended up just becoming an idle game with not much to really do besides very rarely remove symbols or activate runes. Granted luck be a landlord was similar I hope there are other things we can do during combat.
Simple way to make choices meaningful is to start the board sized 3x3.
I have watched u sINCE I was 8 with enter the gungeon and Isaac, now I’m almost 18 and got dead god RETRO 5 LYFE
Early game is really bad and the overall game is really easy. Hopefully later stages get a lot harder
Hi
First
It's good, but it's not Poker Quest
I mean, yeah, they're nothing alike
Gambling RPG
Bro could you please back to enter the gungeon
No thanks! There are over 1000 videos to watch. By the time you finish you're probably ready for a rewatch lol.
Hhhhhhhhhhh