So, it's a really fun game, but I would love a description of what certain abilities do.
Slow, for instance. Club has 4 (Slow) that doesn't seem to do anything. I take damage, and don't actually kill the monster. If fast damage dealt first, and slow dealt after you take damage, that would make sense, but I can't figure it out.
It also took me a while to realize that the compass was for passing a loop. lol.
Slow weapons deal damage when you leave a square. Equivalent to after taking damage, I think? I thought it was clearer like this, but you aren’t the first to be confused by it. 😅
This is an absolute blast. Who would have thought a monopoly roguelike would be so much fun? Every design decision works so well together to make a really tight experience.
Hehe, I’ve had “monopoly roguelike” on my ideas list for some time. Initially the compass square did say “GO!” but I thought maybe it was too on the nose!
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Fire Potion says it deals 2 damage but as far as I can tell it only deals 1 damage.
Fun, simple, strategic! Thanks for making this, I just need to get 37pts now…
are items used automatically? or do I have to do something? what do I have to do?
Items are used automatically
How do you use items? The concept is intriguing but I don't understand how the interaction with monsters unfolds
Well, I have figured it out for the most part. How does leveling up works?
So, it's a really fun game, but I would love a description of what certain abilities do.
Slow, for instance. Club has 4 (Slow) that doesn't seem to do anything. I take damage, and don't actually kill the monster. If fast damage dealt first, and slow dealt after you take damage, that would make sense, but I can't figure it out.
It also took me a while to realize that the compass was for passing a loop. lol.
But yeah, it's fun!
Thanks for playing!
Slow weapons deal damage when you leave a square. Equivalent to after taking damage, I think? I thought it was clearer like this, but you aren’t the first to be confused by it. 😅
This is an absolute blast. Who would have thought a monopoly roguelike would be so much fun? Every design decision works so well together to make a really tight experience.
Hehe, I’ve had “monopoly roguelike” on my ideas list for some time. Initially the compass square did say “GO!” but I thought maybe it was too on the nose!
Thanks for the nice comments.