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https://www.youtube.com/watch?v=XPgwJ7wM2j8
https://steamhost.cn/steamcommunity_com/profiles/76561198047650167/images/?appid=646570&sort=newestfirst&browsefilter=myfiles&view=grid
i think i got up to a boss with 160million one time, but a mistake (or some slow computer issues) put that save to rest :)
its very realistic
I ended up with a deck consisting of 5 defends and 2 skills that gave block/peaceful
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2889914677
Otherwise, I love it, and I'll keep on playing until Max ascension.
My first run ended by beating the super boss with 10,000 HP that the Isaac mod adds in using a relic to replay Sanitation after every turn, which eventually snowballed into an exhaust pile of 111 cards dealing thousands of damage and building up a few hundred block. It's gotta be the most OP character I've played, and I was just running a mostly pacifist deck with a Spring Cleaning as my only attack card. I'll try it again with way less other mods enabled to get a more vanilla experience. Maybe try a gun build next time.
The downsides are, as others have pointed out: some cards are just super OP relative to others (Rare guns in particular are auto-take and auto-upgrade at every campfire and you'll mow through everything).
Also: all the cards have way too much text on them! Even with the goofy keywords-in-corner thing. The base game tries really hard to make sure each card is exactly the right amount of complex; the too-much-text is a symptom of cards doing too much here. The Hermit is a good example of cards that do conditional things while managing to keep the text down.
Is there any plan to further improve or update the mod? (Just curious)
harold doesnt have many relics, but maybe another one could be a "dazzling bling chain relic" where harold only loses 50% gold from the mugger/thief combats when hit :)
But there are just too many fights that outscale you - 12 turns is a huge requirement, even if you have up to 3 (!!) Aging cards in your deck and multiple nap effects. It sucks to auto-lose to the three cultists hallway fight, or the Giant Head.
Here are some possible solutions, in order of how effective I think they'll be:
1. Add a couple other cards that apply Aging effects
2. reduce the number of turns til death (maybe 10?)
3. Have aging effects scale somehow (maybe each new time you add aging, it increases, so the first time you apply aging, it applies 1, the second time, it applies 2, the third time, it applies 3, etc. This could reward people for taking multiple aging cardss.
Even managed to go all the way to the Heart with the three keys with a Technique build.
Unfortunately the heart is a bullshit fight.
But it's fine! I'm definitely not bitter or anything about the bullshit damage of the heart. Not at all mad.
...
Hide the pain, Harold...
found a bug, turbo slaps damage on draw remains 4 even while buffed by strength
not an unreasonable thing, but the text on the card does say it increases with strength
Also uncover turns the game into a clown fiesta especially if you have more mods installed since it gives you cards from ALL the card pools.Genuinely had a blast playing and thank you for making this