Thank you for creating this wonderful game, you are a legend! Easily the best game of '20s and probably best deckbuilder roguelike ever, can't wait for future updates 🙏
If you turn your ui scale to -1 you should be able to see the full menu, i think i had to do that when I played this Cool to see more textmod content on yt!
This mod is fun but its characters could really use to fit better into vanilla norms, like keeping cantrip damages to oranges, mana focuses on blues, no shield 3 to all on yellows, not giving anyonw multiple spells and keeping spells for reds and blues. Honestly though, my main concern is actually the lack of repetitions of sides and lack of X's. Characters with one powerful side should have at least one X to counterbalance them, and in general theirs sides should repeat (think sorcerer or agent, or almost all of the characters really). Seemed like the dev had a lot of fun with all the keywords but at the current point it just looks super messy and random.
I agree with everything you mentioned. Once I saw a few characters it looked like the goal for the mod wasn’t to fit in with character norms and to lean into the more crazy side of character design. Which is totally fine and I like some of them but definitely doesn’t feel like they fit in with the current state of the game.
Interesting mod. Definitely has some of that homebrew funk. It seems to be that most of the heroes are either trying to do too much at once, or leaning way too hard into a specific gimmick. I think the mod dev maybe needs to learn that sometimes less is more.
I very much agree with you in terms of overall design direction. It does depend on the goal for this specific mod though, cause I definitely like the goofy crazy characters. It’s a nice break from my tryhard runs.
Psionic: the cantrip rampage doesn't reactivate, but my brain is saying that it's not that different in use cases from a 2 damage doubleuse pain side rampage (which feels balanced to me), with a spell you can basically reset off both the top and bottom enemies getting low. Psionic looks like it's designed around setting up 'math' turns where you just aoe everyone and win in one turn if your other blue/red generate mana.
It is pretty good with the spell. I do think the pain adds up too quickly though and might just kill the character ^^. Ig a way to maybe balance that would be to add more max HP
I think the Occultist is a cameo from Darkest Dungeon? That's my initial reaction. The Craven character seems like it would be a little weak, but with cantrip dodge and double dodge, pristine will likely be active, and the chances that you need to use it to hit the thing tartgeting Craven are actually pretty low, imo, so it seems fine. The flavor of "halveDuel" for a coward is funny. Vigor seems completely busted. Why does it have the cleave, double self-heal sides, plus a heal side, with allGrowth, and an Undergrowth Pain side, plus a "normal" Growth damage? Its way way too many keywords, that honestly aren't even that synergistic, beyond the fact that growing a cleave side is insane, and he can heal his own pain. But his allGrowth heal also heals himself for x2 because it has Ego! If you had a way to give him max hp, like "add vitality to all Heal sides" or something, that character could probably solo the game. I like the idea, but it's way too much. The Full-Moon item was also very cool and felt sort of flavorful, and then getting the bow, that was definitely a giga-op character. Luster seems very cool, as far as the sides being balanced and the idea is fun, but I think the way it's implemented feels really boring. Ardent. Uh.. I'm very confused what this character is and why it exists. What's the flavor? I get that the "shield pain heal" sides become "heal" sides, on herself, and having rescue there is cool, but why is it "Ardent"? And I think overall, my main issue with the new characters is leaning way too hard into the "gimmick" or mechanic of the concept, and not making use of basic sides or generic keywords as much. For example, Vigor would benefit from the damage self-healing sides being basic Shield sides, and turn the big pain undergrowth side into a groupGrowth side, then make both damage sides just cleave 1. Then you have pain and healing, and then solid damage without going wild, plus some shielding, and support for other characters, so it's just a solid yellow with a nice theme, and isn't completely focused on itself.