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Still a fun mod to make one think very hard during hallway fights.
The mechanics are simple, card order and target order matter without being too strict thanks to some cards having 2 forms, and you actually pay attention while deckbuilding.
If this mod gets updated again, it would be nice if finishers didn't have to be played on the enemy you just attacked (disregarding that the original game didn't even let you swap targets mid-combo) and if a bunch of cards had fewer spirit combo numbers.
I know the latter sounds counterproductive but it's worth testing because you do spend the most time working out if and how you can proc your passive bonus which, thankfully by the way, is tied to the character itself.
It didn't crash and it ultimately works... it's just the mechanics... Thumbs down.
I played Baiten Kaitos... both of them. I understand what you're doing here, but I didn't have fun with it. Can't recommend.
* Flexible cards are good;
* Non-Flexible cards that only affect the player could be activated with right click too;
* Cedar Tree could have a tooltip for those Sculpting Knives
You have to disable this mod when playing Snecko.
Patch #2:
The timer for spirit combos is now optional and inactive by default. It can be toggled on in the mod options.
For balancing reasons, the bonus granted by spirit combos is slightly reduced if the timer is off. It can still be quite significant, though.
Adjusted the combo bonus to make difficult combos a bit more rewarding.
Cards and relics that affected the timer have been changed.
It's very difficult to pick up this system. The rotating numbers coupled with a timer punishing you for figuring out what you're doing have made my first playthrough, thus far, very awkward. And I've made a lot of mistakes.
Changing the combo numbers to fixed values and upping the combo multiplier slightly would, I believe, dramatically improve the accessibility of this mod. If effect multiplier is significant enough to be worth pursuing when choosing new cards, it'll also justify the option to be able to choose between either picking cards based on their effects, or on their combo potential with your existing deck.
I'm still doing my first run, and I'm sure it'll get easier, but there is so much awkwardness, y'know?
Additional Note: I love that you included involving items, which I totally forgot were a thing. Finding bananas was a pleasant surprise.
I like games like this because I can take my time and play it while doing other things, having a timer ruins it for me.
Shame, because this does look interesting.
- Added tutorial tips for combos, finishers, and elements
- Slightly increased the combo timer (it won't be removed, as it's part of the character design; but I may add the possibility to get a partial bonus even if it reaches 0)
- Starting relic now gives an extra energy for every 2 finishers used (makes more sense than a %-based chance, indeed)
Your mechanics are well explained on the mod page but lack tooltips ingame. Most mods give all infos ingame. Maybe thats a problem for some people.
And I dont realy like the starting relic. Its fine that a lot of stuff is focused about percentages but I would prefer something like every 2nd or 3rd finisher activates it, rather then 40% of the time.
That said the turn timer is killing it for me. I'm sure there are those who enjoy that kind of thing, but to me being in a constant rush is just not enjoyable.
I thought the description explained the mechanics adequately, but perhaps I was wrong. Not all the mechanics are complex, though. Evolving cards happen on their own, and flexible cards are usually just a matter between choosing damage or block.
For the combos, how about a thought bubble when no combo is done at the end of the turn, suggesting to form straights or same-of-a-kinds with the numbers on the card?
Perhaps the timer should be increased a bit as well, at least for the first few floors.
It's so complex that I think it might need a dedicated flowchart/guide to explain every mechanic, cause sweet merciful gravy there are a blue ton of em.
Overall the quality is here, but maybe its just because I didn't play Baten Kaitos that I have no idea what I'm doing half the time.
4/5 stars for effort and uniqueness with one docked for being a bit mind-bending and mechanically intensive.
I also like the implementation of a mechanic that makes the game more challenging.
The character artwork could be a bit more cleaner.
and btw there was also an sequal to baten kaidos named "Baten Kaitos Origins" (for those who didnt know)