Monster Slayers - a Deck Building Roguelike

And Android! It would be perfect as a mobile game.

10/10 would buy again!

#BUG:

  1. Play Monk I ability (cancel next two enemy cards)
  2. Play Magic Missile
  3. Enemy Dissipate cancels my Magic Missile, does damage to me
  4. I now have Cancel 1 (the Dissipate ate a Cancel charge, but wasn’t canceled)

Spoiler for those Undead Knights in the third dungeon really are all

language, young man!

http://i.imgur.com/vdLE8dJ.gif

After having no success on Legendary for a long time, I won twice in a row. The first the Ranger I mentioned above, this time a Rogue who just had a ton of cards that had some tiny damage + draw a card, eventually picked up a couple 1000 Cuts and a Retribution and a couple God Speed, and turn-1’ed most of level 3 and turn-2’ed the Harbinger and Shadow. I got lucky that in all of level 3 + bosses I only got hit with Enough! once, and that on level 1 there were I think three Healers and an Altar that upgraded five cards in return for not regenerating mana, which was about perfect.

#BUG:

  1. Play a bunch of cards (Alchemist - recipes, potions, firebolt), ending with Time Stasis | Extra Turn
  2. Hold Inspiration into next (free) turn
  3. Draw a new hand of 5, all unique cards, Inspiration doesn’t trigger.
screenshot

Inspiration also doesn’t trigger off a mulligan; not sure if that’s intentional.

I believe it was mentioned on the steam forums as intentional.

Is there any wiki page or something which says what cards the harbinger gets? My last run he had 2 bonebreakers and as a knight that more or less means instant game over.

I think it changes from game to game with the shrine, even if you pass on the offered blessing, giving you clues on what to expect once you reach him.

Most of the time the shrine hints are for his resistances so not sure if it influences card choice or whether the cards are random from a limited list. I know I always tend to see things like bulwark, fortify, the life stealing attack card, maybe I just got unlucky in him having not one but two bonebreakers. Being a knight who only has support cards meant I only got to play one card pretty much every round.

@nerdook, experienced a crash while the “mandoline” was doing its turn opening magic as a brute (I couldn’t get the full log selected to copy paste it, sorry)

Maybe it happened because the ignite triggered on its action and would have killed me or something?

Alright I’ll get it fixed!

Invulnerability doesn’t seem to be working. I was taking a lot of damage even though I was invulnerable!

Is that just physical resist now?

The hovertext still says “Invulnerable to damage until next turn”

I’ve been obsessively hacking away at this the last few days, because this sort of game is like crack to me. So far I’ve beat the Harbinger on normal with Cleric, Apothecary, and Knight. Currently working on Wizard.

At first I was super impressed with how different classes were going to have different experiences and thus give the game a lot of legs. I’m starting to wonder now if that’s actually true though. When I won with the Apothecary I had one-point, mid-run, where I didn’t have any of the apothecary-special recipe cards in my deck anymore. I’d deleted them all and was thriving with a fairly vanilla wizard build. When I won with the Knight I hadn’t ever upgraded any of the Defense cards, even though that’s supposed to be the Knight’s special schtick. Is the class variation an illusion? I’m starting to wonder if there aren’t just a few certain core strategies that work well and the winning strategy, regardless of character, is just to build a deck around them.

Hasn’t been my experience at all. I mean, if the RNG gives you a bunch of Swarms and Magic Echoes and such, yeah, you’re probably going to follow more of a Wizard type of build. But you’re freaking nuts for deleting the Recipe cards, dude. At worst they cycle for 1AP, but the upside is much much higher.

Recipe A seemed to be a crap card at higher levels, and playing the recipe and the consumable at higher levels means burning 1 AP and 2 cards on the board for a very minor effect. That’s really bad news in the third dungeon where some enemies are toting Enough cards.

I did buy and appreciate a Recipe B and Recipe C, but I couldn’t get rid of my Recipe A cards fast enough. And frankly the B and C cards were “nice to haves” and not core to why my deck worked.

And is it my imagination, or are the necromancer’s “summon” cards kind of terrible?