nice long-run. 14 turns is not that easy, actually. took me quite a few of tries to get to 13, and then a few tries to get 14 turns. i believe 14+ is possible. (update: actually it is, i figured it out)
It would if there would be a way to make your own deck as the deck update will be published. I would also like to have this deck: Skull, Skeleton, Bard, Nurse, Assasin, Ratfolk, Bone Book, Mausoleum Summonner, Blessing, Pikeman, Excalibur, Milk, Big Boned, Jumbo Milk.
I managed to get flawless victories without losing any hearts 3 times, but still can't formulate the strategy. For me, it requires Rocker-Bard-Something respawning at the main lane, and 1 or 2 succubus with shields and large HP at the secondary lanes. Also, some other support units are needed. And getting a mausoleum ASAP is crucial (however, farmers/blacksmiths are not useful for me because they appear too late). Nevertheless, I'm still interested is it possible to create such a strategy to win at least 1/3 of the games without losing any hearts.
The last battle was so head-to-head at the very end. The fat bastard killed all the units on the main lane, and I saved the game with the last spell.
The start of the last battle (it was soooo nervous that I didn't manage to get Bard L3)
The moment when secondary lanes were cleared (the first lane was revealed to be quite overpowered):
I think I found away to one-shot the king. Basically, you need a lv 3 succubus to get the ability where they charm two enemies at once. If the succubus hits the enemy in front of the king, the 2nd charm hits the king and one shots them. I dont think this was intentional
Can you make the dragon able to damage the castle according to how much damage it actually deals instead of how many levels it has? Also can you make it so lvl-3s deal 3 hearts instead of 2?
I haven't beaten this game yet, but I love it and all of the cool combinations and strategies you can do. I hope to see more great games in the future.
out of my 3 wins (in the browser version) this one was my favored one to pick because it showed 2 things. The first being you don't need top tier units to win, and second being the attention to detail put into the game.
The fact there is a end screen made just for if you win on 0 health is fun to see. Good work so far I just personally would like to see more lane interactions and the choice to tier up or not.
As for me, the spy makes sense only at the very beginning, when you just don't have the units to secure all the lanes and don't have the spells to act interactively. In the later stages lanes are balanced. And the boss fight always has the King on the central lane.
Basically in quantum mechanics there is a 'wave function' where a superposition of two or more states could be. When you observe that state, the wave collapses and the identity of that superposition is defined.
We'll use Schrodinger's Cat for the example.
Imagine, if you will, a box. The box is sealed, and it is impossible to see inside without opening the lid. Within his box is a cat, and a radioactive molecule. A radiation measurement tool is pointed at the molecule, and connected to a hammer suspended over a glass vial of deadly cyanide gas. When the radioactive molecule decays, the sensor detects it and drops the hammer, smashing the vial, releasing the cyanide, and killing the cat.
The cat has no way of interacting with the system, and is completely at the mercy of that random process of radioactive decay.
Until you open the box, it is impossible for you to know if the atom has decayed or not, and therefore if the cat is alive or not. This is called a superposition.
The atom is in a superposition of decayed and not, the vial is in a superposition of smashed and not, and the cat is in a superposition of alive and not.
The cat is now quantum-ly entangled to the radioactive molecule.
Until you open the box, it is impossible to know if the cat is alive or not. That is the 'wave function.'
When you open the box and observe the situation, the wave function / superposition collapses. At that moment, the cat is either alive or dead, rather than a superposition of both.
Tying back into the game, until you spy on the enemy, it is impossible to know where the enemies are. So, if it changed based on where you put your troops, you wouldn't know because you never observed the state of the enemy. Once you observe it, the state is defined and can't change. So if you observe the enemy before placing your troops, the enemy can't change to try to beat you, allowing you to stay one step ahead of it.
This game is so hard! But not a painful hard like getting over it, more like a challenging hard like the BabaIsYou type puzzle games.
Would you mind if I recorded a play-through/indie review for my [small] YouTube channel?
I have a few videos I am editing, so it may take me a little before I can record, but I would really love to share this game with my impressive audience of [1] person!
If you would like to reach out to me, you can always reach out here, but I don't have notifications on so I may reply faster by Email or Skype (yes I use Skype)
Infinite mode: One 8/17 guy in each lane with some bat books and you can go infinite. I planned to get the king to 99/99 but got bored well before then and ended it.
It feels a bit weird, that's true, and it does happen with stats too (when you merge, the one clicked first will have their stats ignored on levelup)
I guesss the idea would be that, if the unit clicked second has no item, the item of the first should be added onto it? But if it has something already, it shouldn't happen?
It feels strange, but it is consistent. If i did the process above, i should also do it with the stats to make it consistent. So the bigger life value and the bigger attack value between both will be chosen for the new merged unit.
Does that feel right? Or it's too confusing? For now it feels bad, but it's consistent and not confusing. That can be changed, of course
I think the sequence of 1st / 2nd clicked item should not effect the final unit.
which put player focus on the sequence is not that needed and is not shown anywhere.
--------
And, If both items have addon.
I think you can keep the one of the target, which is current logic.
and you can give a hint on the (target) to show that addon is to be kept. (like an green outline of the addon or something) , also a small drop out anim on the dragging unit's addon may be good
I agree that you should probably just leave it as it is. There's also the issue of what to do if both sub-units have different items, and the more intuitive way to deal with that is through the existing system.
This was an interesting run, for a few reasons. While I have seen several people aim for and occasionally reach units with 99/99 stats, with these big boned skeletonsCalcium Elementals here... as I boosted their health as much as I could, I intentionally avoided boosting their attack at all. This meant, no using milk; Farmers only. In addition to the 3 level 3 Farmers giving each of these guys an extra 4 health every turn, once I had everything set up, I would repeatedly buy 2 extra Farmers to give one of them an extra 3 health (1 for the first Farmer, 2 for the second that upgraded it to level 2), then sell the extra level 2 Farmer. Also, no upgrading them at all, keeping their starting damage at 2... which doubled the amount of time these three were able to stall. This resulted in the game going on an absolutely ludicrous 28 turns (also having an even more absurd 80 buildings, thanks to all those Farmers). And thus, the King had/was supposed to have so much health that... the extra hearts (pre-emptied because of the 99 stat cap) completely covered the top lane! Anyway, as for the King fight... I ended up using 2 of my 9 upgraded Blessings. Could have done it with just 1, the first reduced him to just 1 HP left, but I figured it would be best to let my best soldier actually win the fight rather than it and the king getting a mutual kill.
Took a lot of tries, but I finally got it! Helped by getting a succubus on turn 2 after building a tier 3 milkman.
One thing I didn't get the hang of was buildings. I thought they were supposed to provide coins or stat buffs each turn, but it didn't seem like they did? It would also be nice if it was clear if buffs like the Mega Milk are permanent or just for one battle.
Well, there's two main ways you can go about it: the "normal sane playthrough" strategy, and the "trying weird stuff" strategy.
For normal play:
Your best friend is Bards combined with an upgraded ratfolk, or alternatively with an upgraded flying skull holding bones. Or later a summoner. Just that can hold an entire line on their own until the endgame, and even then all they need is the addition of a Rocker (in ANY lane!) except maybe in the final boss fight. The only downside to this strategy is that if you aren't careful it may result in triggering the final boss fight before you are ready!
Vikings and Stoners are good early game things, but will fall to mediocre as things progress. Skulls start out worse than either of those, but get much better with upgrades. Milkmen are situational; they can be great or nearly useless depending on the composition of the rest of your army. Bowies suck no matter what, ignore them. Stickies are fantastic units for how common they are, just because their upgrading is better than most.
The Bat Curse spell is fantastic. In early to mid game, it is good at killing whatever slips through your defenses, or just killing the most hard hitting stuff (Royalists and Guards) first before they can kill your units. In late game, it removes those pesky shields and bows.
When you reasonably can, calculate ahead of time what will kill what; this will best let you know when to use spells and on what.
Remember that Freeze is a thing!
Don't necessarily just use all your spells at the beginning of the fight; it is often better to keep some in reserve to use later.
Always go for Mausoleums, except maybe if you are about to fight the king.
Consider waiting until the third bone before upgrading anything to the third tier; this will ensure you get four bone stuff appearing to buy.
Use the Summon spell to block archers from taking a step that would enable them to use their bow. This can also potentially be used to make Snitches and APCs spawn only a single unit on death! Works best if you have a Rocker somewhere. Alternatively, use the Summon spell on a space occupied by your own units, to push them back; either to keep them safe from whatever enemy is in front... or to give kobolds and pigs more chances to do their thing!
A single succubus, if you upgrade her health a bit and support her with shielding and spells, is another thing that can easily solo an entire row outside of the final boss fight.
Sell all buildings just before the battle with the king, since you won't be needing them afterwards.
For the final battle, put your most powerful stuff in the middle row, Bat Curse the two princes (to remove their shields if nothing else), note that succubi are ineffective against the king and princes. The Blessing spell on your hardest hitting unit is good for surviving the king's blows long enough to kill him.
For trying weird stuff:
Don't even bother unless you can fairly consistently win with normal play.
Bat curse is even MORE useful here. Get at least one on the first round, reset if you don't get it. Maybe even don't bother with any actual units for the first couple rounds, Bat Curse books only. Eventually aim for a full set of 3 fully upgraded Bat Curses.
Reroll, a lot. Freeze, even more.
ALWAYS go for Mausoleums, they are what will eventually enable your weird stuff. (Especially if your weird stuff IS lots and lots of Mausoleums)
Focus on having the contents of each row be just a single tanky and easily upgraded unit. Vikings are good for this, Stickies are even better. Give them all Shields. Boost with Blacksmith and Farmer, aim for 9 attack to one-shot all non-boss units. Ignore most other units unless they are needed for whatever weird thing you are trying out. Once you have done this, you can stall for an extremely long time, enabling your Mausoleums to let you buy... whatever.
This game is a blast! Figuring out different combos and seeing the units level up is fun. It also feels like the cpu is playing against your team when you can't see what's comming exactly.
Any plans to port this to mobile? I could see this work really well as a mobile game.
I found this gem, not too long after its initial release, and it has become a favorite wind down game, for me. I've been coming back to it, after work, or before bed, to do a run or two. I want to thank you, for all the work you've put into this, thank you, so much~
i absolutely love this game! Ive played at least 50 matches. i have played other auto chess games so the genre is not completely new to me. lowest I've gotten the kings health was 11. Seems like other people are having fun abusing obscure mechanics.id like to beat the game without having to abuses the mechanics or look up a meta guide.
Bug I discovered on this... uh, this particular run: Level 3 Succubi if given a shield (and presumably, other items) will lose it when using their projectile.
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10/10 game, will absolutely be wasting time playing this game again.
I agree with you fully, only took me 4 mounths
nice long-run. 14 turns is not that easy, actually. took me quite a few of tries to get to 13, and then a few tries to get 14 turns. i believe 14+ is possible. (update: actually it is, i figured it out)
It would if there would be a way to make your own deck as the deck update will be published. I would also like to have this deck: Skull, Skeleton, Bard, Nurse, Assasin, Ratfolk, Bone Book, Mausoleum Summonner, Blessing, Pikeman, Excalibur, Milk, Big Boned, Jumbo Milk.
*Runs away with the rocker/bard/skull/rat/bone deck*
Thanks for this wonderful game.
I was able to win after a few tries and really enjoyed the game. The only thing missing is the volume setting :)
cool game sad it don't have free play or better sound effects
Crash Log
Couldn't Move Back a unit bard1039382 HalloweenArmyNewVersion.js:2184:83
Couldn't Move Back a unit imp1039710 HalloweenArmyNewVersion.js:2184:83
Couldn't Move Back a unit imp1039713 HalloweenArmyNewVersion.js:2184:83
Couldn't Move Back a unit rocker1039363 HalloweenArmyNewVersion.js:2184:83
Couldn't Move Back a unit boners1039803 HalloweenArmyNewVersion.js:2184:83
Unhandled Exception - uncaught exception: { message : "Unable to find any instance for object index '0' name 'oBigBook'", longMessage : "Unable to find any instance for object index '0' name 'oBigBook'", stacktrace : [ "function _W2("Unable to find any instance for object index '0' name 'oBigBook'") ","function(0) ","function _8e1([instance], [instance], 0) ","function gml_Script_EffectTypesAfterDeath([instance], [instance], "head3", "bone") ","function gml_Script_Die([instance], [instance]) ","function gml_Script_KillPawns([instance], [instance]) ","function gml_Object_oTurnController_Step_0([instance], [instance]) ","function(769, 0, [instance], [instance]) ","function(769, 0, [instance], [instance]) ","function(769, 0) ","function _yp3() ","function _4p3() ","function _Ao3(5018637.9) " ], script : "", line : -1 } in file https://html-classic.itch.zone/html/9780112/html5game/HalloweenArmyNewVersion.js?cachebust=2083453169 at line 2186
crashed while playing a 3 line summon bard game when meet the king at round 2.
I guess too many summoned unit crashed it
I managed to get flawless victories without losing any hearts 3 times, but still can't formulate the strategy.
For me, it requires Rocker-Bard-Something respawning at the main lane, and 1 or 2 succubus with shields and large HP at the secondary lanes. Also, some other support units are needed. And getting a mausoleum ASAP is crucial (however, farmers/blacksmiths are not useful for me because they appear too late).
Nevertheless, I'm still interested is it possible to create such a strategy to win at least 1/3 of the games without losing any hearts.
The last battle was so head-to-head at the very end. The fat bastard killed all the units on the main lane, and I saved the game with the last spell.
The start of the last battle (it was soooo nervous that I didn't manage to get Bard L3)
The moment when secondary lanes were cleared (the first lane was revealed to be quite overpowered):
And... the scoreboard
PS: Love the game!
I think I found away to one-shot the king. Basically, you need a lv 3 succubus to get the ability where they charm two enemies at once. If the succubus hits the enemy in front of the king, the 2nd charm hits the king and one shots them. I dont think this was intentional
Wow! Nevertheless, it seems that the task of creating L3 Succubus is much harder than winning the game)
The combination that led me to a victory <3
I definitely love these kind of games
I have legitimately beat this game 10 or 11 times its so fun please never stop making games
great game i played again
Finally won. Took 9 waves, which meant a weaker king. And the lizard with a gun is so good.
FEAR ME AND MY ARMY OF THE STONERS
My addiction is unhealthy
Can you make the dragon able to damage the castle according to how much damage it actually deals instead of how many levels it has?
Also can you make it so lvl-3s deal 3 hearts instead of 2?
I wonder if this would work in real life...
Closest I've ever gotten!
I haven't beaten this game yet, but I love it and all of the cool combinations and strategies you can do. I hope to see more great games in the future.
out of my 3 wins (in the browser version) this one was my favored one to pick because it showed 2 things. The first being you don't need top tier units to win, and second being the attention to detail put into the game.
The fact there is a end screen made just for if you win on 0 health is fun to see. Good work so far I just personally would like to see more lane interactions and the choice to tier up or not.How'd you get the variant victory pic?
Edit: Oh, I see - it's a secret ending for scoring a mutual kill. Neat!
Does this game happen to be powered by the same AI as Freddy?
It gets surprisingly accurate on how you play extremely quickly!
Also the spy mechanic is overpowered. For more information, see [quantum mechanics]
As for me, the spy makes sense only at the very beginning, when you just don't have the units to secure all the lanes and don't have the spells to act interactively. In the later stages lanes are balanced. And the boss fight always has the King on the central lane.
The joke was about quantum mechanics XD
Basically in quantum mechanics there is a 'wave function' where a superposition of two or more states could be. When you observe that state, the wave collapses and the identity of that superposition is defined.
We'll use Schrodinger's Cat for the example.
Imagine, if you will, a box. The box is sealed, and it is impossible to see inside without opening the lid. Within his box is a cat, and a radioactive molecule. A radiation measurement tool is pointed at the molecule, and connected to a hammer suspended over a glass vial of deadly cyanide gas. When the radioactive molecule decays, the sensor detects it and drops the hammer, smashing the vial, releasing the cyanide, and killing the cat.
The cat has no way of interacting with the system, and is completely at the mercy of that random process of radioactive decay.
Until you open the box, it is impossible for you to know if the atom has decayed or not, and therefore if the cat is alive or not. This is called a superposition.
The atom is in a superposition of decayed and not, the vial is in a superposition of smashed and not, and the cat is in a superposition of alive and not.
The cat is now quantum-ly entangled to the radioactive molecule.
Until you open the box, it is impossible to know if the cat is alive or not. That is the 'wave function.'
When you open the box and observe the situation, the wave function / superposition collapses. At that moment, the cat is either alive or dead, rather than a superposition of both.
Tying back into the game, until you spy on the enemy, it is impossible to know where the enemies are. So, if it changed based on where you put your troops, you wouldn't know because you never observed the state of the enemy. Once you observe it, the state is defined and can't change. So if you observe the enemy before placing your troops, the enemy can't change to try to beat you, allowing you to stay one step ahead of it.
TLDR: I'm a nerd, it's funny, laugh or else.
Could we pretty please get a fullscreen button for the web build? :D
This game is so hard! But not a painful hard like getting over it, more like a challenging hard like the BabaIsYou type puzzle games.
Would you mind if I recorded a play-through/indie review for my [small] YouTube channel?
I have a few videos I am editing, so it may take me a little before I can record, but I would really love to share this game with my impressive audience of [1] person!
If you would like to reach out to me, you can always reach out here, but I don't have notifications on so I may reply faster by Email or Skype (yes I use Skype)
Here is my contact info if you're intrested:
Email (Business inquiries) : goosegooseduck198@outlook.com
Skype (Contact me directly) : @GooseGooseDuck198
YouTube (Indie Dev and Indie Reviews) : @GooseGooseDuck198
Infinite mode: One 8/17 guy in each lane with some bat books and you can go infinite. I planned to get the king to 99/99 but got bored well before then and ended it.
well. looks cool.
seems there need a variation on normal monster or more stronger monster to prevent infinite
This game is fun :D
I like the way the menu moves with the cursor
that was cool ngl
there is a bug of bone addon.
you put a lv2 bare skull onto a lv2 bone skull. you got a lv3 bone skull, that's OK.
but if you put a lv2 bone skull onto a lv2 bare skull. you got a lv3 bare skull, I think it's a mistake.
What would you suggest to do?
It feels a bit weird, that's true, and it does happen with stats too (when you merge, the one clicked first will have their stats ignored on levelup)
I guesss the idea would be that, if the unit clicked second has no item, the item of the first should be added onto it? But if it has something already, it shouldn't happen?
It feels strange, but it is consistent. If i did the process above, i should also do it with the stats to make it consistent. So the bigger life value and the bigger attack value between both will be chosen for the new merged unit.
Does that feel right? Or it's too confusing? For now it feels bad, but it's consistent and not confusing. That can be changed, of course
That's right.
I think the sequence of 1st / 2nd clicked item should not effect the final unit.
which put player focus on the sequence is not that needed and is not shown anywhere.
--------
And, If both items have addon.
I think you can keep the one of the target, which is current logic.
and you can give a hint on the (target) to show that addon is to be kept. (like an green outline of the addon or something) , also a small drop out anim on the dragging unit's addon may be good
I agree that you should probably just leave it as it is. There's also the issue of what to do if both sub-units have different items, and the more intuitive way to deal with that is through the existing system.
IDK the experience for everyone eles but this was pain and suffering but its finally over.
Ranged army. Turned out to be suprisingly competent.
I hope, you make a big game on steam! From Russia with love.
:3
Maybe a robotic theme for the new decks With a engineer character or something? I'm thinking a kinda DIY army feel. Just an idea
I finally beat the game.
This was an interesting run, for a few reasons.
While I have seen several people aim for and occasionally reach units with 99/99 stats, with these
big boned skeletonsCalcium Elementals here... as I boosted their health as much as I could, I intentionally avoided boosting their attack at all. This meant, no using milk; Farmers only. In addition to the 3 level 3 Farmers giving each of these guys an extra 4 health every turn, once I had everything set up, I would repeatedly buy 2 extra Farmers to give one of them an extra 3 health (1 for the first Farmer, 2 for the second that upgraded it to level 2), then sell the extra level 2 Farmer. Also, no upgrading them at all, keeping their starting damage at 2... which doubled the amount of time these three were able to stall.This resulted in the game going on an absolutely ludicrous 28 turns (also having an even more absurd 80 buildings, thanks to all those Farmers). And thus, the King had/was supposed to have so much health that... the extra hearts (pre-emptied because of the 99 stat cap) completely covered the top lane!
Anyway, as for the King fight... I ended up using 2 of my 9 upgraded Blessings. Could have done it with just 1, the first reduced him to just 1 HP left, but I figured it would be best to let my best soldier actually win the fight rather than it and the king getting a mutual kill.
just got the king in 9 turns :)
pig men and the nurses where best-friends for the king.
rambo is coming
Took a lot of tries, but I finally got it! Helped by getting a succubus on turn 2 after building a tier 3 milkman.
One thing I didn't get the hang of was buildings. I thought they were supposed to provide coins or stat buffs each turn, but it didn't seem like they did? It would also be nice if it was clear if buffs like the Mega Milk are permanent or just for one battle.
any one have like some tips or a strategy to win or beat the game ?
Well, there's two main ways you can go about it: the "normal sane playthrough" strategy, and the "trying weird stuff" strategy.
For normal play:
Your best friend is Bards combined with an upgraded ratfolk, or alternatively with an upgraded flying skull holding bones. Or later a summoner. Just that can hold an entire line on their own until the endgame, and even then all they need is the addition of a Rocker (in ANY lane!) except maybe in the final boss fight. The only downside to this strategy is that if you aren't careful it may result in triggering the final boss fight before you are ready!
Vikings and Stoners are good early game things, but will fall to mediocre as things progress. Skulls start out worse than either of those, but get much better with upgrades. Milkmen are situational; they can be great or nearly useless depending on the composition of the rest of your army. Bowies suck no matter what, ignore them. Stickies are fantastic units for how common they are, just because their upgrading is better than most.
The Bat Curse spell is fantastic. In early to mid game, it is good at killing whatever slips through your defenses, or just killing the most hard hitting stuff (Royalists and Guards) first before they can kill your units. In late game, it removes those pesky shields and bows.
When you reasonably can, calculate ahead of time what will kill what; this will best let you know when to use spells and on what.
Remember that Freeze is a thing!
Don't necessarily just use all your spells at the beginning of the fight; it is often better to keep some in reserve to use later.
Always go for Mausoleums, except maybe if you are about to fight the king.
Consider waiting until the third bone before upgrading anything to the third tier; this will ensure you get four bone stuff appearing to buy.
Use the Summon spell to block archers from taking a step that would enable them to use their bow. This can also potentially be used to make Snitches and APCs spawn only a single unit on death! Works best if you have a Rocker somewhere. Alternatively, use the Summon spell on a space occupied by your own units, to push them back; either to keep them safe from whatever enemy is in front... or to give kobolds and pigs more chances to do their thing!
A single succubus, if you upgrade her health a bit and support her with shielding and spells, is another thing that can easily solo an entire row outside of the final boss fight.
Sell all buildings just before the battle with the king, since you won't be needing them afterwards.
For the final battle, put your most powerful stuff in the middle row, Bat Curse the two princes (to remove their shields if nothing else), note that succubi are ineffective against the king and princes. The Blessing spell on your hardest hitting unit is good for surviving the king's blows long enough to kill him.
For trying weird stuff:
Don't even bother unless you can fairly consistently win with normal play.
Bat curse is even MORE useful here. Get at least one on the first round, reset if you don't get it. Maybe even don't bother with any actual units for the first couple rounds, Bat Curse books only. Eventually aim for a full set of 3 fully upgraded Bat Curses.
Reroll, a lot. Freeze, even more.
ALWAYS go for Mausoleums, they are what will eventually enable your weird stuff. (Especially if your weird stuff IS lots and lots of Mausoleums)
Focus on having the contents of each row be just a single tanky and easily upgraded unit. Vikings are good for this, Stickies are even better. Give them all Shields. Boost with Blacksmith and Farmer, aim for 9 attack to one-shot all non-boss units. Ignore most other units unless they are needed for whatever weird thing you are trying out. Once you have done this, you can stall for an extremely long time, enabling your Mausoleums to let you buy... whatever.
This game is a blast! Figuring out different combos and seeing the units level up is fun. It also feels like the cpu is playing against your team when you can't see what's comming exactly.
Any plans to port this to mobile? I could see this work really well as a mobile game.
It's got an android apk if you want to try it,up there in the downloads!! No appstore build for now, i don't have one to make an export!
Great game! Fun and hard as hell. Got to the king on my second run
I found this gem, not too long after its initial release, and it has become a favorite wind down game, for me. I've been coming back to it, after work, or before bed, to do a run or two. I want to thank you, for all the work you've put into this, thank you, so much~
i absolutely love this game! Ive played at least 50 matches. i have played other auto chess games so the genre is not completely new to me. lowest I've gotten the kings health was 11. Seems like other people are having fun abusing obscure mechanics.id like to beat the game without having to abuses the mechanics or look up a meta guide.
Bug I discovered on this... uh, this particular run: Level 3 Succubi if given a shield (and presumably, other items) will lose it when using their projectile.
never been a bug! if it’s shown as an aura/item then it can be replaced
interesting! i think i know what it is. Fixing it next patch!!
Finally^^