The game saves your progress automatically when you quit to the main menu between levels.
You can only change items between levels. There is a discussion about this on the Steam forums. A lot of people seem to want to be able to switch items anytime. I quite like the decision of the developer to keep micromanagement to a minimum and banish some exploit (for instance, by equipping poison nullifiers before meeting a monster you know makes use of poison based attacks…).
Spoiler: while the piece of gears are persistant, you lose all your equiped inventory on a succesful run, to keep things a little more fresh I guess.
Wow, I’m having so much fun getting my ass kicked.
One note, patch notes indicate they have fixed backing out of reward choices canceling your chance to get a reward, but it happened to me with the captain.
So, I’ve tried all the classes but Rogue and Wizard I think. Every time I think I’m on a roll, I get annihilated, often near the start of the second dungeon. Played about three hours today and can’t recall the last time I enjoyed a game so much.
One thing that had concerned me in videos I watched is that there didn’t seem to be a ton of interactivity between cards, but that definitely starts to change further in.
The Rogue is a really good class if you like interplaying cards.
I can usually get a ways into the second dungeon, and I was battling some Skeleton King as my second boss, beat him and was then surprised to see what happened next. Let’s just say it wasn’t a pleasant surprise.
If you get enough daggers, you might start the deadly routine, but you’ll need to invest a bit into AP for that. The fact is, in the end game, there will be still be that card that gives you 9AP for 5 and should make the deadly rotation still feasible… We’ll see!
Picked it up and am enjoying it. After defeating the first boss, there seemed to be a big jump in difficult. First fight I had after killing the 1st boss, I got slaughtered.
Yeah, the training wheels really come off after the first area. It definitely helps though once you start to get decent gear in each slot, which helps with later runs, and the various trait upgrades. I always like it when roguelikes are structured so your defeats help make you stronger, and this definitely does that.
I think a big mistake I have been doing is taking more cards, as opposed to leveling up cards and deleting weak cards. I think I have been weakening my hands by taking every card they offer me.
Yeah, that can definitely get you into trouble, but sometimes the cards you get are so good. And I’ve barely gotten into the third dungeon (once) so I’m sure there’s even better stuff later. I delete a card every time a healer shows. With captains, I try to upgrade , but will take a +3 AP early. If you see a sage, they will duplicate any one card in your hand, which can be crazy good depending on what you have.
Taking AP never seemed like it was worth it. I rarely have a turn where I have cards I can’t play because of being out of AP. That might have something to do with having too many weak cards though.
I’m only halfway through the first dungeon after the tutorial but really digging this. I’m sure glad they added the mid-dungeon save. I would never be able to play it otherwise.