Character Stutters When I Move Diagonal?
Does anyone else have this? I have +200 hours and never had this problem before. When i move diagonal character stutters.
First Run After The Patch. Underdog+Ambivalent. Pressure 10 Extinction 8.
I think underdog didn't need a buff but nerfing early struggle and bumping to double later is still better than making it double right away. 25 to 50 would be even more broken, 20-40 is better, but i think it should be something like 20 to 25 or 30 at most. It was already very strong, now its crazy. Nerfing the early struggle a bit would be enough imo, giving double was unnecessary. Ambivalent definitely is in a better shape now, you won't mind if you get it on splice.
It was one of my best runs, fun one.
Stoner is still a problem and I think i figured why.
I always thought we decide the range to shoot by using the mouse (further to shoot further depending on angle) but actually you just hold and have to release when you think it is far enough and you can't make it closer again. Once you have the max range, there is no going back. I think this is the problem if i didn't understand something completely wrong here. I think it would be fixed if you could just adjust the range by your movement. It is still impossible to use properly sadly.
New Patch Thoughts (Before Any Gameplay)
I want to say beforehand that i haven't played on the new patch, so my thoughts might change a lot and i might be completely off on some stuff, i will do another post after i have enough gameplay on new stuff.
Tracker Effect : I have no idea what it does from the description so i have nothing on it.
Lick Wounds : This one is basically health potion/healing ability. Gonna be very helpful in certain challenges and up to pressure 20 gameplay, i don't see much value for extinction grind. Nice addition regardless.
Specialisations can be skipped in exchange 10 mutagen : Great addition, if you think you don't need none of the offered specialisation for your build you can just get 10 mutagen instead and build towards something else, gives more flexibility to player and adds more decision making a little more depth, love it.
Stoner: Signal & Training Abilities;
Signal : Will work great with charm builds but doesn't address the real problem with stoner which it being terrible to use. Gives more chance for players to make charmed creatures focus on specific enemy you want to which is more control to players, really good. I still feel like the mechanics has to change for stoner to be really good but have to play the new patch to see this one.
Training : This one might be broken. Stoner giving buff to ability+physical sounds very strong but it depends on how much it really gives and its not pointed out on the patch notes. Regardless, this will make stoner very useful secondary attack at least, especially early game. You can basically use it just to buff without relying to kill with it.
I think this changes make stoner more viable as a secondary attack now, i would still be very surprised if its worth it to use as a main one.
Leech: Anaesthetic & Vasodilators;
Anaesthetic : This one sounds like I have to play with it to see how it actually works, I have no idea at the moment.
Vasodilators : This will make runs up to pressure 20 and some challenges very forgiving if you can increase the attack range and have a good build going with leech. I don't think it will be relevant for extinction grinds.
Spur: Marking & Primal;
Marking : Tracking mechanic sounds like its gonna make charm builds very popular. I don't see any other use for any other build for this one.
Primal : This one is very interesting and it might make spur the best late game secondary attack. This one will effect extinction grinds as well and it depends on the how strong the buff is if its gonna be crazy good or not. Spur already works automatically with your main attack+you can manually use it as well, if you add buff from having mutagen to it, it can be crazy late game. Early game shouldn't be effected much since you want to spend the mutagens.
-Bunch of evolution unlocks have been moved to earlier pressures, makes the game a bit easier for the new players, i don't mind it but it won't change anything for me.
-Bunch of new cosmetics, fun stuff but nothing to comment on.
Grandiose is now a new Genetic called Ambivalent : Grandiose was a bit too one sided of a genetic so now it gives more mutagen if you are small, adds a reason to pick it up when you wanna go small build, its a good change makes it more flexible and viable.
Bunch of more quality of life changes and small balance stuff, i will write about more stuff after i play.
Let me know what you think about the changes and lets have crabby conversation!
Pressure 10 Extinction 7, my best run so far!
In theory i could probably just make burrows all the time and hide and run until boss fight and kill the boss in couple shots and keep doing the same thing but at that point i would feel like im not really playing the game so lol, i went down spitting in their faces!
Genetics : Vegan+Underdog
Very Small Chance to Charm Bosses
So as far as i know there is no way to charm bosses at the moment. I think if we had like 0.5 or something chance to charm them, or even maybe lower to not make it broken it would create really fun moments, like imagine you charm a boss right before you die to it! Would be awesome.
Shout out to Turtoids!
I just love these guys man. They never start the fight, they are just chilling around&eating. You can share a bite with them and they will never say no. If you mess with them tho, they will fight back and they are strong asf so you have to be cool. You almost never want to kill them because waiting for them to attack to find the window attack yourself, its almost never worth the time spent. They are just out there chilling, surviving just because nobody wants to f with them, but also they almost never initiate a fight as well.
This games' design is much better than most roguelites.
Because i loved playing crab i wanted to play some similar games and bullet festival thing on steam had some discounted roguelites so i checked them out then i realized why i don't usually like roguelites and dropped hades at the time, even though i was a big bastion fan and was very hyped for it.
So, i have one big issue with the designs of most roguelites games and here it is;
When you add progressive endless/long upgrades in roguelites, i think the difficulty curve/player progression correlation gets broken. As a player, i want to have an obstacle and i want to get over it by getting better and figuring things out myself. When you put progressive upgrades in this type of run based games, difficulty gets lower each time you play a run. It ruins the 'i figured out, got better mechanicly and beat the game.' At some point even if you can't figure out the game, you will beat it regardless because of the constant progression after each run.
What i love about crab, yeah you open some new evo as the game goes on but the pressures keeps getting higher as well, so you get the new stuff when you need them+they are still stuff that you have to make decisions about as genetics and evo, its not something like +25% more damage you pick up without giving up anything. Other than that, every run is same everytime, so even if i lose 20 times in a row, i will be playing the game at same difficulty scale.
As a competitive player, i appreciate it a lot. That is literally the difference between me deleting the game right away and get a refund and me being one of the players who played the game most in the world (probably).
I see how this type of design can be good for some people since you will have more people beat the game and not drop it because they can always get better with upgrades, but as a competitive person it is something drive me off right away and i can't ever come back to that game.
This is all extremely subjective and i respect all the players who enjoy their own way, it is not a gitgud post, it is only my preference. Each to their own.
Finally, i thank the developers who put i don't know how many hours to this masterpiece of a game and i believe it will only get much better from here.
note : If you say 'then don't get those upgrades', when i see it i assume the game designed around having those upgrades, so it is still a big turn off for me.
Proper Green Smooth Terrain Mod?
So i have one that makes everything green but every now and then it spawns with weird stuff on the ground which makes it somewhat unpleasant. Do you guys have one proper which is consistent and smooth everytime? Thanks!
Do Stoner really needs Minimum Range?
I never played stoner until now and i have like 68H total playtime (ingame stat, not steam). I always ignored it since i thought ammo aspect would make it useless and not consistent long term. Which i think i see now that it is somewhat true, but i dont get the minimum range. It is not even a spammable attack. I like the minimum range aspect and the challenge it gives, however it makes it unplayable combined with ammo aspect of it. It is already has to be secondary attack because of ammo, minimum range aspect makes it much harder to use compared to other attacks i don't see any point using it.
I am aware there will be some buff to a ranged attack and its obviously stoner, im curious to see what is the buff.
EDIT : they don't really have minimum range, i understood it completely wrong because i suck lol
Late Game Mutagen Value
I feel like in late game (from the endless mode start) mutagen value gets lower and lower, so many alphas everywhere dying all the time makes it so easy to get tons of them, but at that point you are also mostly done with upgrading stuff so you end up with 100-150 mutagen sitting for nothing. I think there can be a mechanic where lets say you spend 50 mutagen or something and get a random or selected buff, something like +1 ability or so. That would make them relevant enough but not op that you chase tons of mutagen at that point of the game. The numbers i throw are just random, balance team would make a good job to find the right number for it!
Going live on stream with crab!
So if its not allowed to post your stream link, please let me know or remove it right away and its totally fine of course, i just wanted to share so maybe people who like the game can check out and have some interaction! https://www.twitch.tv/lonzowall28
Very Suboptimal Build Made It To Extinction 5 Final Boss. (Pressure 10)
https://i.redd.it/fo9alzxtsz4h1.gif
I have made very suboptimal choices and bad decisions on this one but still got to extinction 5 and i died because of my greed to fight, to see how greedy i can get. Should've prioritize mutagen heavily earlier, i didn't see how fast levels up gonna be so it ended up being worse than it could be. I made terrible choices on mushroom upgrades, forgot tick thingy existed. Next time, we will spit harder. Spit might be broken late game, will need to play around it more.
All Pressure and Challenges Done (in-game not steam). Have over 100+ Hours on game, ask me anything!
I am pretty much completed! Wounded was so rough until i figure out i could get regenerated (thanks devs!). If any new player have any questions or need any tips, i can do my best to help! Thanks for an amazing game devs, great stuff.
Big problem considering wording on 'Wounded' challenge
So i have played this challenge tons of time already and because of the wording i thought 'there was no way to heal' but apparently you can 'regenerate' lol. I found it randomly getting regeneration from a poi and i would probably done with the challenge if i knew the last time i lost by 3-4 seconds. I think there is a huge problem with the wording in this challenge.
Wild Wild World Challenge needs Endless Mod or I riot!
This was such a fun one, it was brutal until i get some luck early game then it snowballed with bunch of bosses getting into it and me collecting their food and become one of them and even stronger! I would love to see an endless mode with bosses included like this! Thank you for this amazing challenge!
You can beat all the pressures without most optimal builds!
If you get 2-3 good synergies going its totally possible. Ive seen a lot of people say after certain pressure the only viable build is passive and running away but thats far away from the truth! Keep going for fun stuff and dont get discouraged by people!
This Beast got to 999 HP and was doing 200+ damage!
First of all, i want to thank the devs for an awesome game! I played a ton in demo and was so hyped for the release. This Beast on pressure 2 got to extreme power and was wrecking everything!
everything about the game is just so good. Core gameplay, amount of different enemies and styles, the art style, bunch of different difficulty levels and challenges. It is awesome!
only 1 thing i didn't like and its not a big deal at all but as the character get chonkier, the number of pixels doesn't scale enough i guess and the image gets blury which makes it hard to see different features it has. Not a problem at all, just something to point out.
Thank you for a great game!