So what's the deal with Slacker at 40? Does Tool Around unlock some new, super awesome thing? Should I stick it with Codswainer on Moira so I can use Tool Around until something amazing happens
Nah. Stick with Codswainer.
I meant use Slacker with Codswainer. I am almost sure that Tool Around gets new effects as you level up.
Works pretty decently. I equipped Gabe with Talismints, and had him do Rat Swarm to start any fight with more than 3 enemies. I try to at least get Bootstraps or Speed Stance on Moira, and use her for potion/res because she usually gets two turns per turn. I put Bullseye on Tycho, have him up his defense first turn and then just defend. Gabe then just attacked with Trashcan Fire or Bumfight or defended, and Jim put together a full Prophecy. Against smaller groups with Golems and the like, I tried to stack effects, doing Slow and Hobofication on the first turn and Break Fist on the second. Try to get fully upgraded potion effects too. Oh and don't forget to use Energize if an enemy is below about 600 HP.
But it is so much harder than the previous levels, and harder than the next. I am really liking Insane though, it feels like a proper challenge.
RoshinMy backlog can be seen from spaceSwedenRegistered Userregular
edited June 2012
Well, I just finished it and got both endings. I enjoyed it very, very much, but I was surprised at how short it was. The writing was superb, the puns delicious, and the retro graphics delightful. Moira with Codswain and Diva crushed everything in her path.
Well, I just finished it and got both endings. I enjoyed it very, very much, but I was surprised at how short it was. The writing was superb, the puns delicious, and the retro graphics delightful. Moira with Codswain and Diva crushed everything in her path.
I want more.
When I beat the game I was like "Aw that was so short, I want more" then looked and I had been playing for 9 hours.
CorriganX on Steam and just about everywhere else.
0
RoshinMy backlog can be seen from spaceSwedenRegistered Userregular
Well, I just finished it and got both endings. I enjoyed it very, very much, but I was surprised at how short it was. The writing was superb, the puns delicious, and the retro graphics delightful. Moira with Codswain and Diva crushed everything in her path.
I want more.
When I beat the game I was like "Aw that was so short, I want more" then looked and I had been playing for 9 hours.
You know if you combine Defense Stance with Hexoskeleton
....would that work out to more defense than just using Hexoskeleton with Gardenar? Gardenar gets like +120 defense at one point, it's pretty silly
I had Moira as a crabomancer and cardboard tube samurai and with the defense stance, hexoskeleton, and imitation crab her two defense-based crabomancer skills were fucking devastating.
And having the hobo's +100 str passive on Gabe with him being a dinosorcerer also worked out very well.
The Slacker's skill Gadget Fanatic is broken. Equipping the class does not increase the strength of my Items at all. The Amp and Phason equipment are working fine.
The Slacker's skill Gadget Fanatic is broken. Equipping the class does not increase the strength of my Items at all. The Amp and Phason equipment are working fine.
Dark Wave seems to hit for ~380 on everyone regardless of defense which kills every injured person, and I can't just heal every single person every turn.
Dark Wave seems to hit for ~380 on everyone regardless of defense which kills every injured person, and I can't just heal every single person every turn.
He was the hardest fight in the game for me.
Think I kind of just kept trying until I got lucky with him not spamming Dark Wave consecutively before I barely killed him with the last person I had standing.
I made a game! Hotline Maui. Requires mouse and keyboard.
0
MongerI got the ham stink.Dallas, TXRegistered Userregular
The Slacker's skill Gadget Fanatic is broken. Equipping the class does not increase the strength of my Items at all. The Amp and Phason equipment are working fine.
Playing the PC version of OTRSPOD.
Just uploaded a fix.
What the fuck do you think you're doing with all these timely hotfixes? You're supposed to spend a month or two condescending to us, then a month in title update cert, then realize you broke everything else, then your publisher pulls your funding and you lay everyone off. This is entry level shit here. Come on.
I beat insane without ever stepping foot in the colliseum. It gets a little rough near Evil King, but it's all doable.
Really?
What classes were you running?
I have a full like page long post on page 39 describing my team and tactics if you're still curious.
The short version is:
Gabe - Tube Samurai/Masochist
Tycho - Crabomancer/Gardenar (Dino earlier for the passive HP bonus until Gardenar gets his good gardens)
Jim - Elemenstor/Apocalypt
Moira - Cordswainer/Gentleman
AnalogyShark on
0
BethrynUnhappiness is MandatoryRegistered Userregular
Yeah I saw it earlier, though it was more geared towards the late 30s.
Finished the game since then. The Bank of Money is by far and away the hardest area on the game, purely because of the skills you have available at that time.
General feedback:
Music and graphics were excellent.
Descriptions were charming.
MP system was interesting, could possibly have used some more options like TalisMints and Energite.
Single bosses tended to be very easy due to Revive spam.
Item use is a bit dodgy in terms of using up a turn, as that creates very high effective costs when you're early in a fight and still taking high damage from many enemies.
Information on classes was pretty badly obfuscated in stats screens; you seem to get info only when you level up, and often that's not even that descriptive (for example, while I know from gameplay that when Jim defends, he gets 1 MP, I have no idea what ability it was that gave him that). The inability to clear classes, as well as them being on a distinct screen from character stats makes comparing them rather cumbersome.
Having played the first two games beforehand, I felt the loss of the item-finding 'puzzle' mechanics to be a little sad. Would love to see that make a return in 4.
The Attack option, as well as most of the skills that empowered attacks were fairly redundant, especially when put alongside 0 MP skills like Pathway through Oblivion.
Many of the mixed-element abilities seemed pretty pointless, when comparing damage between them are pure abilities of either type.
Effectiveness of buffs/debuffs in combat were hard to judge. There were many debuffs you could apply, but I couldn't tell whether they stacked or not, with themselves, or with other debuffs. Similarly, self-buffs (I assumed separate buffs stacked, but it was hard to tell). The scrolling battle log was useful, although Prophecy's position on it was pretty constantly misleading.
I liked the presence of different focuses for character's weapons, so in theory you could build Jim as a physical damage dealer with one of the weapons you see.
Overall, really enjoyable, look forward to seeing new content and eventually, 4!
Information on classes was pretty badly obfuscated in stats screens; you seem to get info only when you level up, and often that's not even that descriptive (for example, while I know from gameplay that when Jim defends, he gets 1 MP, I have no idea what ability it was that gave him that). The inability to clear classes, as well as them being on a distinct screen from character stats makes comparing them rather cumbersome.
If you go to the "View" section of the class menu, you can look up all that information.
(It was absorption for jim, by the way.)
M A G I K A Z A M
0
BethrynUnhappiness is MandatoryRegistered Userregular
Gardenar abilities aren't particularly amazing, but it provides really good defensive stats.
Information on classes was pretty badly obfuscated in stats screens; you seem to get info only when you level up, and often that's not even that descriptive (for example, while I know from gameplay that when Jim defends, he gets 1 MP, I have no idea what ability it was that gave him that). The inability to clear classes, as well as them being on a distinct screen from character stats makes comparing them rather cumbersome.
If you go to the "View" section of the class menu, you can look up all that information.
(It was absorption for jim, by the way.)
Yeah but you can only view the ones you have equipped.
It's not working the best.
That, and none of the "stat up" skills ever tell you by how much, so you can never tell which is best. Is Speed Stance going to speed me up more than Bootstraps?
Information on classes was pretty badly obfuscated in stats screens; you seem to get info only when you level up, and often that's not even that descriptive (for example, while I know from gameplay that when Jim defends, he gets 1 MP, I have no idea what ability it was that gave him that). The inability to clear classes, as well as them being on a distinct screen from character stats makes comparing them rather cumbersome.
If you go to the "View" section of the class menu, you can look up all that information.
(It was absorption for jim, by the way.)
Well, I still find a general lack of information, though I guess that was common to the genre. Like, I have no good way to tell if I retain the attack stance buff in dino form. Or how much of a buff my items get when I buy an upgrade, and a good number of similar issues.
But regardless, I just lost 5 hours to playing this after buying it. Oooph.
Information on classes was pretty badly obfuscated in stats screens; you seem to get info only when you level up, and often that's not even that descriptive (for example, while I know from gameplay that when Jim defends, he gets 1 MP, I have no idea what ability it was that gave him that). The inability to clear classes, as well as them being on a distinct screen from character stats makes comparing them rather cumbersome.
If you go to the "View" section of the class menu, you can look up all that information.
(It was absorption for jim, by the way.)
Yeah but you can only view the ones you have equipped.
It's not working the best.
That, and none of the "stat up" skills ever tell you by how much, so you can never tell which is best. Is Speed Stance going to speed me up more than Bootstraps?
Everything that works on stats stacks, just not the same skills. (Bootstraps and Speed Stance stacks, but you can't just spam bootstraps) [In fact, bootstraps, Speed Stance and Silhouette stack, as far as I understand]
And only being able to View abilities you have on classes equipped is a problem, I'll agree, but I watch carefully for what classes leveled so I can go through them. Hopefully that's fixed in 4.
I love a long setup with apocalyptics and gardens or dotting a particularly strong enemy and building up defenses. Usually I do the healing garden, turn gabe into a dinosaur or give all enemies hoboism (I'll turn him into a dinosaur the next round), start the apocalypses, buff Moira, summon Jim's skeleton friend, more apocalyptic shit, buff Moira more, etc.
Late response, but this one of the things that disappoints me so far. I was doing this when I first got the classes, and it was a lot of fun to see the payoff, but toward the end of Hark House and after, it just seemed like I was dragging out the combat needlessly, when I could do much quicker spells for more damage.
Gabe had the +1 MP at the start of the battle, so he opened up with the MP generating garden, and then drew aggro, eventually doing some of the really strong attacks, Moira buffed everyone's speed and then every turn got closer and closer to relatavistic speeds, after which she would interrupt eveyone or use awl (and normally, by the end of the buffing part of the battle, she had enough MP for two awls in a row), maybe slow or stun people if needed, Tycho used Hobo stuff, and then just used the 0MP attacks to get to some of the better healing and buffing abilities, maybe unleash some of the good Hobo attacks, and Jim basically just hung around. Did the Angry Jar thing.
Basically managed to avoid getting hit for absolutely ages, and then could kill everything pretty easily. Granted this was only on normal.
What are the good gardens? Are the Str/Mag up gardens worthwhile? The bees/healing ones don't seem to be.
I really enjoy the Interrupt garden and the bonus MP garden. Bees is too weak, healing doesn't happen frequently enough, and my DPS was always split 50/50 physical/magic, so the other gardens were effectively a boost to a single character.
Information on classes was pretty badly obfuscated in stats screens; you seem to get info only when you level up, and often that's not even that descriptive (for example, while I know from gameplay that when Jim defends, he gets 1 MP, I have no idea what ability it was that gave him that). The inability to clear classes, as well as them being on a distinct screen from character stats makes comparing them rather cumbersome.
If you go to the "View" section of the class menu, you can look up all that information.
(It was absorption for jim, by the way.)
Yeah but you can only view the ones you have equipped.
It's not working the best.
That, and none of the "stat up" skills ever tell you by how much, so you can never tell which is best. Is Speed Stance going to speed me up more than Bootstraps?
Everything that works on stats stacks, just not the same skills. (Bootstraps and Speed Stance stacks, but you can't just spam bootstraps) [In fact, bootstraps, Speed Stance and Silhouette stack, as far as I understand]
And only being able to View abilities you have on classes equipped is a problem, I'll agree, but I watch carefully for what classes leveled so I can go through them. Hopefully that's fixed in 4.
Right, but by how much?
Is Speed Stance turn 1 giving me more than Bootstraps? Or is it the other way around? If I only use one, which should it be? Like, there are some potential considerations that are obscured due to the inability to see stat effects.
Information on classes was pretty badly obfuscated in stats screens; you seem to get info only when you level up, and often that's not even that descriptive (for example, while I know from gameplay that when Jim defends, he gets 1 MP, I have no idea what ability it was that gave him that). The inability to clear classes, as well as them being on a distinct screen from character stats makes comparing them rather cumbersome.
If you go to the "View" section of the class menu, you can look up all that information.
(It was absorption for jim, by the way.)
Yeah but you can only view the ones you have equipped.
It's not working the best.
That, and none of the "stat up" skills ever tell you by how much, so you can never tell which is best. Is Speed Stance going to speed me up more than Bootstraps?
Everything that works on stats stacks, just not the same skills. (Bootstraps and Speed Stance stacks, but you can't just spam bootstraps) [In fact, bootstraps, Speed Stance and Silhouette stack, as far as I understand]
And only being able to View abilities you have on classes equipped is a problem, I'll agree, but I watch carefully for what classes leveled so I can go through them. Hopefully that's fixed in 4.
Right, but by how much?
Is Speed Stance turn 1 giving me more than Bootstraps? Or is it the other way around? If I only use one, which should it be? Like, there are some potential considerations that are obscured due to the inability to see stat effects.
Best thing is to open up with elbow grease and make everyone faster. And then just go through them all one by one. If you don't need to go through them one by one until you have done them all, then it probably doesn't matter which one you open up with. But in general yeah. The battle system is nicely intuitive, but still could benefit from some better explanations. Reading stuff here greatly helped, but I suppose that not everyone can.
Granted this wasn't explicitly stated anywhere in game, but it seemed like Bootstraps and similar buffs stacked on themselves until they hit some cap.
At least, this was how the gardens definitely worked, and several posters seemed to swear by spamming the same speed buffs over and over.
I thought that's how it worked, but was told in the thread the opposite. Same speed buffs don't stack, different speed buffs do. It is somewhat unclear, I agree, but not game shattering.
Posts
It does, but it's still not a useful skill.
So the fights are crazy there, but the basic build of
Gabe: Hobo/Masochist
Tycho: Crabomancer/Dinomancer
Jim: Elemenstor/Apocalypt
Moira: Tube Samurai/Cordwainer
Works pretty decently. I equipped Gabe with Talismints, and had him do Rat Swarm to start any fight with more than 3 enemies. I try to at least get Bootstraps or Speed Stance on Moira, and use her for potion/res because she usually gets two turns per turn. I put Bullseye on Tycho, have him up his defense first turn and then just defend. Gabe then just attacked with Trashcan Fire or Bumfight or defended, and Jim put together a full Prophecy. Against smaller groups with Golems and the like, I tried to stack effects, doing Slow and Hobofication on the first turn and Break Fist on the second. Try to get fully upgraded potion effects too. Oh and don't forget to use Energize if an enemy is below about 600 HP.
But it is so much harder than the previous levels, and harder than the next. I am really liking Insane though, it feels like a proper challenge.
Great game. Interesting new mechanics, slick combat, fun class system, well written.
And probably enjoyed the silly flavor text for each new enemy as much as everything else put together, heh.
e:
Gabe: Hobo/Masochist
Tycho: Crabomancer/Cordwain
Jim: Elemenstor/Apocalypt
Moira: Gentleman (heh)/Gardenar
I want more.
When I beat the game I was like "Aw that was so short, I want more" then looked and I had been playing for 9 hours.
CorriganX on Steam and just about everywhere else.
7 hours here.
I can't get my saves to work. They're in the save folder, but they're not showing up in-game!
Edit: Never mind! They were in "Saved Games" not, "SavedGames". Yay for file structures!
I just contributed my $5
Crabomancer's 1MP Defense-based attack is one of the best damage dealing abilities in the entire game
I had Tube Samurai and Crabomancer on Gabe, used the defense-stance and then did the 2MP version of that attack which hits all enemies. Devestating.
....would that work out to more defense than just using Hexoskeleton with Gardenar? Gardenar gets like +120 defense at one point, it's pretty silly
I had Moira as a crabomancer and cardboard tube samurai and with the defense stance, hexoskeleton, and imitation crab her two defense-based crabomancer skills were fucking devastating.
And having the hobo's +100 str passive on Gabe with him being a dinosorcerer also worked out very well.
http://steamcommunity.com/profiles/76561198006524737
Look in indie games
Playing the PC version of OTRSPOD.
Just uploaded a fix.
Zeboyd Games Development Blog
Steam ID : rwb36, Twitter : Werezompire, Facebook : Zeboyd Games
Dark Wave seems to hit for ~380 on everyone regardless of defense which kills every injured person, and I can't just heal every single person every turn.
He was the hardest fight in the game for me.
Think I kind of just kept trying until I got lucky with him not spamming Dark Wave consecutively before I barely killed him with the last person I had standing.
All right, people. It is not a gerbil. It is not a hamster. It is not a guinea pig. It is a death rabbit. Death. Rabbit. Say it with me, now.
I have a full like page long post on page 39 describing my team and tactics if you're still curious.
The short version is:
Gabe - Tube Samurai/Masochist
Tycho - Crabomancer/Gardenar (Dino earlier for the passive HP bonus until Gardenar gets his good gardens)
Jim - Elemenstor/Apocalypt
Moira - Cordswainer/Gentleman
Finished the game since then. The Bank of Money is by far and away the hardest area on the game, purely because of the skills you have available at that time.
General feedback:
Music and graphics were excellent.
Descriptions were charming.
MP system was interesting, could possibly have used some more options like TalisMints and Energite.
Single bosses tended to be very easy due to Revive spam.
Item use is a bit dodgy in terms of using up a turn, as that creates very high effective costs when you're early in a fight and still taking high damage from many enemies.
Information on classes was pretty badly obfuscated in stats screens; you seem to get info only when you level up, and often that's not even that descriptive (for example, while I know from gameplay that when Jim defends, he gets 1 MP, I have no idea what ability it was that gave him that). The inability to clear classes, as well as them being on a distinct screen from character stats makes comparing them rather cumbersome.
Having played the first two games beforehand, I felt the loss of the item-finding 'puzzle' mechanics to be a little sad. Would love to see that make a return in 4.
The Attack option, as well as most of the skills that empowered attacks were fairly redundant, especially when put alongside 0 MP skills like Pathway through Oblivion.
Many of the mixed-element abilities seemed pretty pointless, when comparing damage between them are pure abilities of either type.
Effectiveness of buffs/debuffs in combat were hard to judge. There were many debuffs you could apply, but I couldn't tell whether they stacked or not, with themselves, or with other debuffs. Similarly, self-buffs (I assumed separate buffs stacked, but it was hard to tell). The scrolling battle log was useful, although Prophecy's position on it was pretty constantly misleading.
I liked the presence of different focuses for character's weapons, so in theory you could build Jim as a physical damage dealer with one of the weapons you see.
Overall, really enjoyable, look forward to seeing new content and eventually, 4!
(It was absorption for jim, by the way.)
Yeah but you can only view the ones you have equipped.
It's not working the best.
That, and none of the "stat up" skills ever tell you by how much, so you can never tell which is best. Is Speed Stance going to speed me up more than Bootstraps?
Bees were good for, like, 2 levels after I unlocked it.
Str and Mag gardens felt pretty strong through the entire game.
The +2MP garden was great when I started to unlock the MP-heavy end game attacks.
Well, I still find a general lack of information, though I guess that was common to the genre. Like, I have no good way to tell if I retain the attack stance buff in dino form. Or how much of a buff my items get when I buy an upgrade, and a good number of similar issues.
But regardless, I just lost 5 hours to playing this after buying it. Oooph.
Everything that works on stats stacks, just not the same skills. (Bootstraps and Speed Stance stacks, but you can't just spam bootstraps) [In fact, bootstraps, Speed Stance and Silhouette stack, as far as I understand]
And only being able to View abilities you have on classes equipped is a problem, I'll agree, but I watch carefully for what classes leveled so I can go through them. Hopefully that's fixed in 4.
Late response, but this one of the things that disappoints me so far. I was doing this when I first got the classes, and it was a lot of fun to see the payoff, but toward the end of Hark House and after, it just seemed like I was dragging out the combat needlessly, when I could do much quicker spells for more damage.
I just finished last night.
My favourite build was
Gabe-Crabomancer/Gardener
Tycho-Hobo/Gentleman
Jim-Elemenstor/Apocalypt
Moira-Codswain/Tube Samurai
Gabe had the +1 MP at the start of the battle, so he opened up with the MP generating garden, and then drew aggro, eventually doing some of the really strong attacks, Moira buffed everyone's speed and then every turn got closer and closer to relatavistic speeds, after which she would interrupt eveyone or use awl (and normally, by the end of the buffing part of the battle, she had enough MP for two awls in a row), maybe slow or stun people if needed, Tycho used Hobo stuff, and then just used the 0MP attacks to get to some of the better healing and buffing abilities, maybe unleash some of the good Hobo attacks, and Jim basically just hung around. Did the Angry Jar thing.
Basically managed to avoid getting hit for absolutely ages, and then could kill everything pretty easily. Granted this was only on normal.
Steam // Secret Satan
I really enjoy the Interrupt garden and the bonus MP garden. Bees is too weak, healing doesn't happen frequently enough, and my DPS was always split 50/50 physical/magic, so the other gardens were effectively a boost to a single character.
Right, but by how much?
Is Speed Stance turn 1 giving me more than Bootstraps? Or is it the other way around? If I only use one, which should it be? Like, there are some potential considerations that are obscured due to the inability to see stat effects.
Best thing is to open up with elbow grease and make everyone faster. And then just go through them all one by one. If you don't need to go through them one by one until you have done them all, then it probably doesn't matter which one you open up with. But in general yeah. The battle system is nicely intuitive, but still could benefit from some better explanations. Reading stuff here greatly helped, but I suppose that not everyone can.
Steam // Secret Satan
At least, this was how the gardens definitely worked, and several posters seemed to swear by spamming the same speed buffs over and over.
I thought that's how it worked, but was told in the thread the opposite. Same speed buffs don't stack, different speed buffs do. It is somewhat unclear, I agree, but not game shattering.
There might be a speedcap you hit somewhere in there though.