Very fond of this one. I'm curious however is a certain interaction is intentional: The legendary veteran's helmet's "weapon skill costs 50% mana" doesn't work with the monk punch. Intended?
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It's intended. Monk's punch is not a weapon skill.
i love this game very very cool game
I just spend playing for an hour or two, really nice game.
Great little gem, lots of small polish and details make it a delightful experience.
How to run on Linux?
Absolutely what I have been looking for. Reminds me of the lunch hour I used to spend back in high school, in the library... Great memories, thanks for your effort!!
Surprisingly deep and well balanced, I must say this is one brilliant little game!
How do I get this free on mobile, holy fuck?
Im on mac and i made it windowed and it is forever stuck at a size where i cant even start a game ive tried re installing both love and the game idk what to do
Can anyone help me on how to download it on Mac, I can't seem to figure it out.
Download this: https://github.com/love2d/love/releases/download/11.3/love-11.3-macos.zip
Use it to open the .love file.
1. We can't tip you, probably because you don't have payment method set up
2. The enviromental objects are usually useless - I can't get them in between me and enemy
3. Please make sight in corridors larger - oftentimes I get sniped when I enter a room if I move too quickly
10/10 HOW IS THIS FREE
The "windowed" option is broken, it stays fullscreen. I can alt+esc or alt+tab out of the game, but my screen stays on it and I can interact with the window I tabbed out to (if that makes any sense).
Edit: I figured out that changing the resolution makes it into an actual window. It was in a window after I changed the option, but the window was so big that it covered my whole screen. Sorry!
I am having the same problem of the window being to big how did you make it smaller so you could play
The game is very fun and easy to pickup from the tutorial. The sound is quite great and graphics is overall good. To me the only downside is the gameplay, you can cheese the enemy out by running away and earn mana. Making the enemy AI do more pathfinding then the drops of health is very common. I get health orbs even though my HP is full.
Thank you, keep that up.
Not bad. I enjoyed this game. If there was a random chance to find health or coins in the destructible objects it would make the game feel a little more balanced since the enemies hit like a truck and your character doesn't do a whole lot of damage early on.
Really, really, good. Feels like single-player fantasy Into the Breach - positioning is critical, and so many abilities push and pull enemies. I'm just getting started with LÖVE, but it looks really promising so far.
You can die if you run out of health when you reach the exit. I was poisoned, and died instead of going to the next level. I think this actually makes for a great moment in the early- or mid-game, but I can imagine it being pretty rage inducing on floor 23.
Also, combining the Feral Gauntlets and the Monk's Amulet leads to uncontrollable behaviour. The diagram on the left is what I would expect, the diagram on the right is what I got (red: attack, blue: attack + move).
I might have the exact positioning wrong but you get the gist.
I just created an igdb.com page for your game and am letting you know about it, since that seems polite.
Incase you don't know about it, igdb.com is a public database that other services can draw from in order to provide game names, descriptions, screenshots, etc.
For example, I use GOG Galaxy 2.0 to manage my games, and it currently shows this title as 'unknown game' because it isn't listed in the databse.
I copied the description and information available to me here. They say it might take up to 24 hours to validate the page, but once that's done you may wish to check it over and add any screenshots or cover images as you see fit.
It's a fun little title. Thanks for the effort.
I also updated my free-download to give you fiver. Keep it up :)
Cool roguelike! i see these sprites a lot, can you tell me where you got them if that is okay?
Could you add endless mod ?
it just is a amazing game
This is my favorite genre of indie games, turn based tile based roguelikes. Thanks for making a good one!
I noticed that the Contagion effect lasts for a static amount of turns, starting from when you cast it. So if it lasts for 9 turns, if monster1 spreads the Contagion on its 8th turn to monster2, the effect still ends at the same time for all monsters. Wasn't sure if that was the intended effect.
Ok you have like a problem with the windowed screen. I just changed the settings to be a windowed screen just to see how it would look like and now it's so damn big that I can't see much. And to make things worse I can't change it back to full screen because it's so big it doesn't allow me to reach the 'apply' button to change it back to full screen and now it's just stuck in windowed screen.
When you select the windowed option you should also set the Resolution to something smaller than your screen before pressing apply so that that doesn't happen.
You can still move the cursor around with the keyboard to reach the apply button, but if that doesn't work, maybe you can try delete the options file and restarting the game. The options file is at "C:\Users\<username>\AppData\Roaming\Labyrinth of Legendary Loot\options"
Really good game! I got addicted but when I first started playing I played without a tutorial so I put down the game for a little while and noticed that the damn tutorial is on the options so could you make the tutorial more noticeable because I only noticed when I knew how to play.
You might've just turned the tutorial off accidentally because the tutorial is on by default.
Two small bugs I've noticed:
- You can bind one keys to the multiple commands but only one will work.
- If you kill two of those lunge goblins at the same time that are one tile apart from from each other while you also have the revenant amulet equipped, their sprite and minimap dot will be left in the middle, which you'll be able to walk through.
Nice game, looking forward to next versions. A little more variety in room patterns and hazards would be nice ;)
Fantastic game! One quality-of-life request: if I've got a movement key held down, stop me automatically when a new enemy comes into view. It would make a big difference, especially with the short view distance in hallways and how important a single move can be.
Edit: Something else I just realized...the red "focusing" aura appears a bit later on the enemies than I'd like. More than once I've been in a hallway and an enemy appears, I see where they're at (or on the way to), then I hit my movement key, and THEN the red aura appears. If there's any way to make it show up sooner, maybe while they're in motion to their destination square, I think readability would be improved. This *may* be specific to enemies just coming into view. I'll try to pay attention and see if that's the case.
- I disagree with other comments about respawn rate--it's perfect. Creates a challenge that balances waiting for a cool-down.
- I didn't know when I'd encountered a "legendary" item or enchantment, and found it difficult, all the way through the game, to know whether swapping out a particular piece of gear was a good idea, or trying for a different enchantment was a good idea. This might be fine... a bit of mystery may be your intention, but I still don't understand "Legendary" loot vs. regular loot, how it works, or how I'd know to stick with a particular piece of gear and keep upgrading it or not.
- Endless mode? Go further? I defeated Level 25 the third time I played (because I was neurotic and lucky, not skilled) and... all my lovely gear is gone? I wanted to keep updating and encountering new challenges! :-)
Legendary pieces always have a purple/red name and a colored outline around the piece itself. They often match the effect of a non-legendary piece, but are either stronger or have added effects. You also can't upgrade them at anvils.
I think part of the joy (for me) is changing loot half-way through a run to better fit what's coming at me. You get a lot of the material you spent upgrading back, so it is sometimes advantageous to change!
Thanks... There's a few different colors used in item descriptions, and I haven't quite figured out which color is which.
Yes, the gear evaluation is a fun part of the game--it's really fun to realize, "OH, this will do X to my attack, and since this other piece of gear grants me an attack when Y happens, these two pieces of gear result in..."
This all leads me to want to maximize more and more, further and further...
Slight correction: Every item has a base version and a legendary version! It took me a while to realize that, too, then I later saw that it's stated explicitly in the last bullet point of the game features list.
There are also golden anvils that will turn a base item into its legendary version. I don't know if anything causes them to appear, or if they're just random. I've only seen one so far out of 25 runs.
Just managed my first victory. It's a very fun, polished game. The item variety is pretty wide and their effects are well thought out in my experience. Just about all the items I've tried to seriously use have wound up being useful. Judging from my own play it probably takes about 10-15 full length games to encounter all the normal quality loot.
What are the differences between each difficulty level?
A few suggestions:
- The tiles targeted by focusing enemies should be marked by some kind of indicator as well. Maybe an arrow for line abilities and red outlines for everything else?
- Game keywords in item description should bring up tooltips when hovered over.
- Make the equipment set used and most recent game viewable on the high scores menu.
- It should be made clear to the player during the tutorial that there's no reason to specifically destroy set pieces (vases, shelves, racks, etc).
My one real gripe is that the way the turn sequence works makes it very difficult to get enemies to damage each other with their focus abilities without ability use of your own, nearly impossible for enemies to damage each other with their normal abilities and thanks to the fairly optimal enemy movement, it's difficult to bait them into environmental obstacles or even target in a line. This isn't strictly a complaint, especially for an indie game in such a polished state but this makes the fighting a lot more bluntly methodical then it could be otherwise.
Regarding your last point. I've noticed the same thing, but it makes it even more satisfying when you manage to pull it off. For instance, I had a Frost Staff run where I was consistently able to kill exploding cubes with the cold projectile, causing any adjacent enemies to be rooted and get hit by the death blast.
You did mention player abilities so I'm sure this isn't anything new to you. But when it was new to me, it felt really good having discovered it!
Very fun! Played one run so far; got to floor 10. I agree with a previous reviewer that the respawn rate seems really high. However, after changing my strategy to just immediately go down a floor when I saw a staircase, this was less of an issue. I tend to like to clear floors, but it seems like this game wasn't designed for that.
The controller support is great! I do wish it had Playstation button labels, but it's not a huge deal.
Does playing on Hard give a score boost to compensate for the added difficulty, if not how about a separate leaderboard per difficulty?
Very fun game. However, after playing for 15+ hours through numerous runs with many different kinds of builds and beating it once, here is my opinion of the game.
-Respawning enemies should be brought down a notch. I feel I have been cheated many times because I happen to maneuver backwards during a fight, only to find 2 enemies respawned in the shadows ready to ambush me. Running away only magnifies swarms. This leads to easy death no matter the gear. (even monk build struggles with this which I'll mention later)
-Melee weapons need a buff? Staff main abilities are just too good. Would I rather have a melee attack/ability that leads to trading blows or being able to shoot a good damage fireball from across the room? The latter is an obvious choice every time.
-Waiting is broken. As an extension of the last comment, waiting can totally just cancel almost any drawbacks staff abilities are balanced around, that being cooldowns and mana consumption. After every confrontation, waiting can basically recover full mana and all cooldowns, so even powerful crown abilities like judgement or blizzard can be used more times than intended considering their long cooldowns.
-Cold slows movement down to 1 tile every 2 turns instead? Being basically perma-paralyzed from those zombies or cold enemies can be really punishing, but this is a moot for me.
-Nerf monk ability? This is basically the best build in the game. Not only does it deal good damage, it also can add 30-40% damage bonus from hitting enemies into the wall. Paired up with its "quick" attack ability, you can deal some serious damage in the span of "1 turn." I abused this ability by running into a corner and luring enemies into a wall-lock for almost every enemy I encountered, including boss. This is how I beat the game. I love this build but its so dang powerful!
These are just my takes. I'm just a dude who played this game so don't let this be any discredit to this amazing work. Other than that, it gets really tense and requires a lot of strategies down the line of the levels. The usage of spacing and positioning is super cool. This is a really great game!
Regarding melee weapons needing a buff...I've found spears to be pretty amazing. Reach is already powerful just from the obvious extra hit while the enemy approaches, and it combos really well with lots of abilities. Anything that creates space between you and the enemy can give you a free attack every turn, and Alacrity from the Renegade Helm can do the same.
My only win is with the Monk amulet, so no disagreement there! I've tried to build around fighting multiple adjacent enemies with axe weapons, but I haven't made it work yet. I feel like good builds for that exist, and I just need to find them.
Hammers seem like they've got some tactical potential that I need to explore better. Swords and daggers, though, I'm having trouble coming up with ideas for good builds there.
i will crate a fan page on discord
if you create the two i will want this is the best roughlike if i played dominaxis you can put you game in steam i know.the best game I played
Love this game so far!
I just have 5 suggestions (or ideas (depending if they are possible i don't know)) :
- maybe a beastiary like the item log, for more run rewards
-maybe some kind of mini bosses with a room for them and their own mob mechanics (they couldn't spawn outside of their room)
-possibly "level clearing" so you don't get swarmed when going back in explored areas
-adding an "difficulty" achievement or some kind of other achievements for example clearing a difficulty, getting all items ect...
-maybe some kind of run "scaling" by getting semi-permanent upgrades when you die that you can buy with a currency that you collect and these upgrades would be cleared away when you kill the final boss
Love your game and looking forward for new updates (btw if the game is updated fo you lose the item collection?)