Alright, NO ONE IS TALKING TO ME, so I'll talk to myself.
What did I do to deserve this, my Lord?
Introduction to the game (so that this post contains something that at least some people will read):
Alright, so the idea is that you dig into the earth and build your own cave, which is supposed to be inhabit by your own monsters. Monsters eat stuff from the walls, other monsters eat monsters that eat stuff from the walls, while other monsters have fun roasting monsters that eat monsters that eat stuff from the wall. You'll be tasked to balance the dungeon eco system in a way that will lead to stronger monsters (which need other monsters as food), while still taking care that the weakest monster wont die out completely. I think its a rather intriguing and interesting game aspect that manages to hit all the right notes for me.
Now, I need to admit that I am not too invested in the story mode, but I adore the ranked challenges.
Strategy talk for anyone else who played it:
1. How the hell are you balancing the slime/slimeeater ratio in a balance? From what I get so far, its supposed to be fluctuating so that you need to adjust properly, right? I just want to know whether I am doing something wrong because I dont get a long lasting "balance". I dont mind the way I play this game currently, but it would be nice to know whether I am on a wrong track with how I am approaching it. Is there actually a good ratio?
2. There are these uber strong demons that you can spawn when singling out a certain brick wall and then destroying it, creating a rune that will give you a stronger monster considering with how much other monsters you fed the rune. The tutorial tells me to leave these guys in the back of my dungeon, but they can be really fucking strong. I know they arent meant to be in the front rows because they give passive bonuses, but... god damn, they are STRONG. And dont grill my other dungeon inhabitants, like dragons do -_-
3. Did you ever decide on calling the Heroes prematurely by opening up the door for the heroes early? I mean of course it makes sense in the challenge mode to get them grilled earlier and getting a better rank, but does it makes sense in story mode too? You can get nutrients from them, but they'll likely kill more stuff than what they give you right? Or am I not seeing something obvious? I mean they DO give plenty of nice nutrients, but so far I'd like to avoid them wherever I can.
4. How do you set up the "harvest" rooms for the basics (mana and nutrients)? I started by just digging straight lines, and hoped they will sort themselves out at one point. Stupid, yeah. Then I went over to circles with a hole on one side, like this:
Code:
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X XXXXX
X X
X XXXXX
XXXXX
because the moss cant turn when it doesnt hit a corner. Usual stuff, guess most people do that as they introduce that in the tutorial as well, but
4.a. Those things barely work for me. Usually 1 out of 4 produces a higher ranked monsters that I can use. Is that a normal quota? Thats sort of where the random aspect might be too much for some, I guess. You can affect how the breeding ground looks, but they still might fuck it up. Its all a huge social experiment and I love experimenting with it, but I guess thats one of the main reasons why its not a super well known game.
4.b. What is the best tactic to keep a small breeding ground alive? if you just have 2, they'll die and wither because there isnt much to eat. If you have a LOT, they'll eat all the food there is, leaving others to die, some of which havent eaten anything yet and therefore wither without producing new nutrients. I got the impression that killing of individuals in big populations would be beneficial, but I have no clue at which rate. Sometimes even a big breeding ground with like 6-8 slimes seems to survive for a while.
4.c. My current idea is digging short and straight tunnels, mainly due to dragons having the annoying movement behaviour of only moving and attacking sideways. Anyway, if you set them up like this:
Code:
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X
XX XXXXXXX
XX XXXAXXX
XC
XX XXXBXXX
XXXXXXXXXX
they even work! Because then the slimes still cant enter other tunnels because of their "only turn at a wall rule. Completely obvious, totally missed it for my first 7 hours of play though. Additional benefit of having proper paths for dragons too. Downside: Dragons are almost always in an upper or lower row, and never on the side, which means I need to dig out the whole line they are one to make them usable. If there is another free line right beneath them, they can be rather useless though as the intruders may just walk by. How do you get great dragon hallways?
5. See screenshot at the start of the post. How can dungeons with these big hallways work? Monsters will get lost and wont be directed to heroes, slimes might die before finding nutrients. I tried avoiding such huge halls so far, anyone got these to work? How? Any advantage to them? (Your enemy seeking monsters more easily finding the enemy? or whatever)
6. Anyone actually managed to get a Mara? I tried quite a few times but I havent managed to get this "Mara: The demons level up with enough Mana. However, if a seal has no nutrients or mana at all, it becomes a Mara seal. Mara doesn't raise stats, but it's actually a pretty strong fighter. In order to do this, make a seal with just mana, and have a hero step on it a few times." to work. Having it in the entrance area might be useful for that, but how on earth are you expected to get heroes to walk over them MULTIPLE times with no other ghost being swallowed by the rune in the meantime. Not even sure how to set up that the heroes crosses this thing since its likely to be in the middle of a room where it can be easily passed. Oh and, how many times are needed?
So much stuff that no one will read!
Oh and have I mentioned that I love how this game looks on Vita? Marvellous. *goes to bed*