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(+1)

Could keyboard controls for selecting a level/chest upgrade be implemented? like arrow keys left and right and down (for reroll) and space for confirm selection?

(+2)

I will add it soon

can you make a feature where you can export saves on the online version?

or a hardsave feature on the app version, I have two 'saves' going rn on two different pcs, just testing what power ups to get first lol

Two things:

1: I got pushed out of the map by hundreds of enemies pushing at the same time and can't get back in.

2: I'm afk on the hardest possible settings.

(+1)

The boss 30, Pumpking, might be the reason.
It has really outstanding pushing power and one creepy special move, which might force your character into the area out of the border.

There's a chance to be pushed back again by the boss. Or just try raising the move speed over 30. You would soon break the border by yourself.

Honestly even at 10 speed I feel like clipping seems pretty likely.

Just a question, what's the counterplay to 2x Death boss? I just get 1shot even when I feel like I've stacked max hp and armor to a reasonable degree.

(+1)

Then you are using the wrong strategy. You need a very high level to get to the point where bosses stop killing you fast. There are more then one method to do this. Try increasing the luck attribute and watch what happens.

What level should I be at 15 minutes to not get 1shot? I just got to lvl 55 and still died instantly

Tornado+Fire Nova worked for me. Freezing effects seem to block their teleports and since Death has relatively little hp that gives plenty of time to kill them.

If you are having trouble, though, I'd recommend littering an area with the screen wipe (and maybe freeze) power-up and then grabbing them all when the bosses spawn.  I did this to help me out with my second run to Vengeful, but it should work on Death, too.

The other commenter's comment about Luck is probably referring to how the Luck stat is completely OP and not only directly multiplies all XP you get, but also makes chests more likely to spawn, and makes it more likely the chests have more items in them, even boss chests, as well as more likely wood chests are metal instead.  This is particularly a big deal because of the shuriken item you can get from metal chests that shoots a piercing shuriken for each copy of the item you have, *each* dealing 300 damage times the number of copies that you have, every time you open a chest.

(1 edit) (+1)

bug: when I got god rays or whatever their called the white flash never went away

and when I get close to the area it rapidly flashes

(1 edit)

and rapidly repeated the sound until I got it again in which the cycle repeats

and then it fixed itself, sorry for the long reply chain

(+1)

One suggestion I have is a upgrade that gives you a map, and it shows chests when leveled up.

(1 edit)

Some ideas I come up with:

- Reducing the amount of spawning chests to a minimun. So the player has to use luck, upgrade powerups or (the best way) increasing the difficulty by selecting the a harder map or selecting some modifiers. Harder maps should not spawn more chests but drop more gold. 

- it is ok to get overpowered on one map. Maps should be used to increase the difficulty (enemies with more health/ressistance/ abillities / ...) So if you get overpowered on map1 you would go to map2 and get slamed in the face but get more gold to upgrade. Maps where you are overpowerd would not get you enough gold to upgrade your powerups. 

- the performance of the game is not at the point where the modifications should alter the spawnrate. Modifications should increase the difficulty with some benefits like:

1. Enemies have XY more HP but the amount of gold increases by XY

2.Harder enemies spawn XY min earlier but you get higher XP drops ...

3.You can only choose between 2 upgrades (or 1) when leveling up but get ... increased

Possible progressroute:

O Get overpowered in map1

O select modifieres (map1) to get more gold to upgrade powerups further

Onow you are strong enough to try map2 (its harder and get you more gold then map1 with some modifiers)

O get overpowered in map2

O ...

- before you select a map ther are informations about it like difficulty (easy, medium, hard, nightmare, impossible, ...)

I'm adding a way to get gold directly into the skill card to make it easier for players to get gold

(+2)

I think thats not neccessary right now. You get spammed with gold by increasing the luck attribute.

Luck only affects exp and chest opening rate.

oh, nice to know ^^. Does luck increase the chance of getting a gold chest with triple gold drop? 

that's also a good idea, in the next patch i will try to let luck affect the gold chest

In x2 monster mode, because the number of monsters spawns quickly, the chance to drop the chest is also higher

I tried it out and found it difficult to get gold chests in the early stages, so I thought it would be easier for new players to have an easier source of gold to buy powerups.

Never thought this way. Sounds like a good idea.

(2 edits) (+1)

There is a bug when playing with the new modification (2x enemies). Only one endboss needs to be killed to finish the game

Thanks t will fix it soon

(3 edits) (+1)

get 6 choices when the red ruby item gets you too much exp. Only happens once and it needs a huge amount of exp collected at once. kinda nice "feature". 

(1 edit)

There is a bug when playing with the new modification (2x enemies). The first boss spawns at the start of the game. At 5.00 min only the eyes get spawned. Also bosses are overlapping

possible bug, I picked up a revive from a chest, but when I died I didn't get the option to revive. 

(+1)

Increases in the luck stat shouldn't change the ratio between blue chests & brown chests dropped. I noticed that when I got my luck above 70 in the late game that I stopped getting brown chests and had to quit cause I wasn't making any gold.

(+3)

First, I like the effort you are putting into this game. I really enoy playing this game.

Stuff I found:
- items from chest disapearing when spawning in a wall / object
- Slime boss only killable via item that flashes the entire screen. (need around 30+ of those)
- Huge lag if you see beyond arena on the dungeon map

I like the idea of modifieres to increase the difficulty. I think right know they make it far easier. Luck is getting gamebreaking while both modifiers are active. By getting around 30 luck at 14 min the game turns into a "grab the next chest and get op fast" game.

With this method I managed to kill the end boss in 4sec, gathered arround 50k gold and reached lvl 112. I also killed the endboss in the dungeon in less than 10 sec with a new account (no upgrades)


 

Thanks for playing and commenting, I'm still trying to balance the game. however this is quite difficult.

Dude, that pure-luck strategy is just incredible.

Although I couldn't clear the jungle stage without any upgrade, your strategy did earn me enough gold to do a couple of upgrade through merely one game in the dungeon.

From then on, it is just to overpower everything.

Those who think the game being too hard really should try this, since it might soon be nerfed.

Yeah I spent 20 mins trying to kill slimo just now and It was annoying. he doesn't do any damage late game and Is just a minor annoyance.

(2 edits)

That's Cool 

Thanks

i cant move?

Restart game

would be nice if the damage stats you get after you die, were sorted by how much damage each item did + included how much dmg your default weapon did. 

I will make it soon

please bring back 3x speed

(+1)

I think x2 is suitable

(1 edit)

and plz give player some peaceful time after defeating each boss to open the chest.  

exp for level up raises too fast,way tooo fast

Do you mean slow leveling up or too fast?

(-1)

level up takes too long after lv 20 

(+1)

The description of the upgrade item for thunder is a copy of the shuriken item.

btw, the shuriken item is a very impressive idea to cut the rate to overgrowth.

(+1)

thanks, i will have a quick update

lol

this game is awesome like i spent 7h already and became really good but its kinda laggy like i broke the entire game just cause of it health bar gone, boss doesnt shoot projectiles anymore(vengence), fps also gone so some optimization can be made

thanks, I'm still trying to improve. Especially in terms of game optimization

I think you should add curses they would give you something really good but at the cost of heath or damage

(5 edits)

The Slimo becomes invincible after its first leap.
And I finally took one down by the soul sword. It does not disappear even after hitting an enemy while the swords still float around the character.
So I went a really power-intensive build and ran in circle grazing that Slimo. took it down before any leap. revivals required. worth it :D

The upgraded tornado is cool and useful.

zombie glitch fixed. nice.

Also noticed that you have fixed the weird freeze lag before any report. gj.

suggestion: one might get item dupes, which have no stackable effect, from a boss chest, if there is multiple loot in it.
wish you could fix it someday.

V0.9.5

the Vengeful stops attacking and causes a great lag. an old bug

the Slimo somehow becomes invincible.


also, if you get 2 bosses at the same time and take one down later, the boss hp bar disappears.
Is it possible to show 2 hp bars independently?

(1 edit) (+1)

I just uploaded a small fix that adds 2 health bars to the boss if there are 2 and destroys vegeful's sword after 10 seconds

(1 edit)

The game is really fun and addictive. Really nice as a 30 minute time killer. However i would suggest making an apk available for download on the page while still having the google play page because some people just dont have google support so they cant getvthe newest version when theyre updated

Example:I have a Huawei phone which doesnt have google support and i cant experience the fun of the nee updates because other sites dont have the new updates so having an apk download here would be good

Thank you, I will add it in the next version

V0.9.4 report

Improvements:

More integrated EXP gems. It decreases the total number of objects, and therefore less load of CPU (I guess.)

A new teleport mechanism for the Death in the dungeon. It might sometimes cause an inevitable hit.
not bad, considering that they were not more than a moving target before.

The wrong resume game glitch got fixed. rerolling matters now,

UI interface improved. fresh.

No more chance for the 7th weapon from the robot pet. such a pity :P


Suggestions:

1. Quick fix required

Mobs drop no gold chest at all.

Both Death in the dungeon drop nothing.

2. Later most-dones

More power-up. The shield shall be a must-done.

The zombie survivor, a glitch almost works in the same way as the wrong resume.

New weapons are not mentioned in the result screen.

3. The minor stuff, up to you

There could be some temporary power-up, for the full upgraded players to dump extra golds. such as starting with a favorite weapon.

The holy smite wipes out most enemies and objects.
If it works while the item window opened, some items lose their appearance. just a visual bug.
The holy smite also does not affect the new items, while some of them shall be, considering the rarity.

Adjustment of boss chest content. We now have more items only available from a boss chest. there really should be less consumables and low rarity items in it.

The loot from chests at the upper end of the map, is still unreachable.

A result screen when the player quit a run manually.


it's a pain in a** to have the boars coming while dealing the slimy boss, but revamp could be done later, in my opinion.

thank you for all the improvement.

(+1)

Thanks for your comment, I just update a small fix. Your opinion is very valuable

@Amrita

You're honestly one of the best developers in my opinion. I love how active you are with the community, and how quickly you get updates out, even on your texture packs. Keep up the great work! <3

(+1)

thanks, I'm still trying to improve the game

(+1)

I forgot to screenshot this, but i did some type of combination of my keyboard, and paused the game. When i resumed litterally HALF of all units that spawned in, including bosses did not come throught the wall barrier. The couldnt attack me, nor approach me, so as it did make it kind of easier to kill bosses, it made  it a little harder, it also felt like they glitched in and then i got swarmed by more things than i was supposed to.


SHORT SUMMARY 

All creatures and bosses could not get into the main arena, from some glitch i did. I think you need to fix how they spawn, so you can stop things from landing outside the barrier, and to prevent this from happening again.

Also only the reaper boss could get through, because it teleports.

5x speed is so hard

Cool game! One problem is if you get a level up as you get an item from a chest, you can get into both the level up screen and the chest upgrade screen, and if you quit from one of them the game starts playing again with the other menu still up

Thank for report, i fixed it

whaaaaaaat that's so fast argukhjskt

But in the next version

Hi, pretty chill game, but there is a problem with bosses. Sometimes, they get pusshed from map (i guess, its bcs of rigidbody / velocity).

Thank for comment, can you tell which boss it is?

I didnt see him. He was out of the texture. Just boss health bar pops up above me, then I get surrounded by eyes, but no boss. I just saw his slash attack out of texture.

Just wanted to say that the jungle map is really hard. I've ever only made it past 25 mins once and just got overpowered. maybe if you reduced the spawn rate it would be a little more manageable. thx

Maybe in the next update, I'll slow down time spawn monster :D

I got 2 videos to show what I found:

Pixel Survivors 0.9.19(?)

This one was recorded right before ver. 0.9.2.
It shows a significant lag when getting close to the border of the map.


Pixel Survivors 0.9.2

This one was done in ver. 0.9.2.
showing the Wendigo blocked out from the map, and the Vengeful trapped by some objects.
(just knew that stucked is not a word... what a shame :P)

The improvement of the robot pet and the introduction of new items are surprising.
Also noticed some rebalancing of the jungle stage. not so struggling in early game now. nice.

btw, it would be great to have an option to reset one's upgrade. ty

(+1)

Thanks for your feedback, by the way, I just uploaded 0.9.3

(+1)

The new toy, Electric Sword, is just awesome. in both visual and the practical usage.

The Electric Sword might sometimes stops in the air. I guess that it happens when the target disappears before the sword reach it.
more like a feature. no need to fix in my opinion.

as for the difficulty of the jungle stage, I'd suggest to make a price of about 3000 gold for it, in the formal release.
so that players might be quite upgraded before the further challenge.

also noticed that the body slam of the Slimy boss is fixed. GJ.

I'd do more testing later. or to be honest, playing :)

(+2)

I like this game, but the movement speed upgrade, you can get from chests, doesn't work. My movement speed doesn't go up, none the less how many upgrade I pick up. At some point, I can't get away from some enemies. Pls fix that. Thanks!

(+1)

tks for report, i fixed it 

I downloaded version 0.9.1 and the final boss of the dungeon is literally unplayable. 

  • Stops attacking after it's first round of sword throwing
  • Doesn't deal damage when being touched
  • Game becomes so laggy even at 1x speed.
    • At this point the game either:
    • crashes
    • you get swarmed by enemies because you can't see them coming, because frames take like 5 seconds to load. 
    • Movement breaks for some reason
    • you get pushed out of the map so you can't collect things. 

Generally these bugs need fixing, &/or the boss needs some serious optimization. Due to the boss being so laggy I literally have to not use illusion mirror and molotov due to the extra lag they create.  

tks, i will check and fix it soon

(1 edit)

Who ever told the dev about the skull  + mirror combo , im giving my fist a personal invitation to your face. Jk but still MY STRAT IS RUINED

Pixel Survivors 0.9.1.5. jungle stage clear

Finally. almost full upgraded just to survive.

To fight the boss in the jungle stage is fun. however, to survive there may be not so much fun. better get well prepared.
The feature of the jungle is simple. One would soon be overwhelmed by huge amounts of enemies in the first couple minutes.

I'd suggest to go with the Rouge, who has high damage, attack speed, and move speed. the only thing you need is to get some aoe ASAP.
As for the choices of skills, my suggestion would be: AtkSpd, Dmg, main Atk(up to 2), Crit, sub Atk, and then the rest of them, in order of priority. Illusion Mirror is also strongly recommended as one of the main Atk skill.
Floods of threatening enemy? Fear none. They will suffer in a bullet heaven.

and for the bug report:
1. I hope that we could keep this as a feature, instead of a glitch.
The robot pet in the jungle will collect 500 exp for ya. If you already have 5 Atk skills, and the robot gives enough exp for 2 lvls, you might get the 7th Atk skill, depending on the lvling opinions you have.

2. saw this mentioned before. but chest and loot out of reach is really annoying.

3. enemy shooters (stumps?) might somehow leave the fighting area, but they keep attacking from outside the map. suckers...

4. if you pause the game and continue, the game continues. even when you have an item to confirm or skills to pick.
ok that's the trick I've been using to set my favorite Atk skills, in the price of losing one skill chance.

5. The 30-minute boss stopped chasing me after I froze it and ran away for about 2 screens, just got there once, so not sure if that is repeatable.
When I moved toward it, the same lag from Vengeful in version 0.9.1 seemed to appear again.

6. The slimy boss has a special leaping body slam attack. but its mechanism is more like a dash attack. one will get hit if on the track of the boss. however you won't actually get hurt in the red warning area. yes slime not touch.

in the end, I'd suggest to add an optional list showing the current levels of all skills. something like the game that you pay homage to. would be easier to have a idea about how the build goes.

that is everything I could recall so far. see you next update.

(+1)

- In the current version, items that fall outside the wall will be moved to the middle of the map. And thank you for these great comments

Thank you for the awesome game which is always getting better. :)

(+1)

If you let the pet collect exp, you will get 10% more exp

Hi again again, i'm just here to repeat my question

How do i transfer my save from version to version, i have both version 7 and 9 on my pc, but i can't find the save file??

PLZ Help!!!

0.7 0.9 with the same save file, so you can run 0.9 and still have 0.7

0.7 and 0.9 have their own save file, but I want to use the old save for the new version?

How to??

my coins keep resetting is there a solution for that? :(

download pc version

(+1)

Finally finished a run in the dungeon after version 0.9.
no upgrades done for my ego. was really lucky to get mostly damage concerned skills.

The swarms of bats and demon hounds are definitely the first challenge to face. thus move speed becomes more important in early game.

Some enemies still get blocked by the wall.
Some of the enemies rotate slowly while approaching you. quite hilarious.

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