![]() Saving some up made the “3 key” challenge a lot easier for me. ![]() I found I didnt need to use all of them each level. Dont be afraid to use them (especially for relics) but id try to use your current item up first. Strategy wise ill just point out keys carry over levels. For me, it just felt way less punishing than one life and more fun while i learned the game/enemies You will still lose fairly often because respawning takes a lot of time. I highly recommend the “puzzle” mode (just setting to infinite lives) at first. Also useful later to unlock characters quicker Start each run from beginning, dont worry about the cannon unless you really want to test a specific level. So i actually didnt love the game at first, found similar things a little confusing but loved it a few hours in once I got the hang of it. He poisons enemies, so he gets plus one attack essentially, but has lower health. Plague Knight is my go-to, and I believe is unlocked pretty early. Each night has their own play style and unique quirks about them, along with health stats. Generally if a level is dropping Black blocks, and you see a brown block, that means that's probably the block you need to hit to open up the portal. To find them, look for the odd block out. If they are on the map, that means they will be in the level. Also, on the world map, look for the statues themselves. There are a few items that are good such as toad totem, and the damage boost multipliers, and naturally the meal tickets. I'd suggest not to buy items from the item shop (at camp), unless you really want them, because the more you buy, the more it dilutes your pool. If you are down to 1hp and they are down to 1hp, you will kill them and you won't die. Take note if how much damage they do and you do. I guess what you want to do for tips, is to pool enemies together since you can damage them all if they are grouped together. ![]() Right now I am just replaying the adventure as Shovel Knight over and over, trying to get farther but I legit have no idea if that's how to beat the game, can anybody provide some direction? Thanks! It seemed like the point of the game was to find the key fragments, I've played for a couple hours but only ever saw one, and now it's gone? Is it completely randomized? When I eventually failed, the key fragment disappeared? Do I no longer have it? I stumbled upon one and unlocked Shield Knight, collected the fragment. Should I be focused on beating the last stage I made it to, or continue to restart from the beginning?Īlso, regarding the key fragments. I see that Percy unlocks individual levels. I have my stock set to Infinite and while I am having fun, I don't know what the hell I am doing. I am a little lost on what I am "supposed" to be doing. I have never played any sort of "Rogue" games before though I am familiar with the concept. I enjoyed the core game, and now the endless world of daily challenge maps, test sectors, and user-generated campaigns opens before me.Got Pocket Dungeon yesterday after seeing some really positive reviews. What eventually happens isn't as epic as CW3, but it's not trying for that it's more about bonds across unimaginable and unconquerable spans. I wasn't surprised that the mystery around the jump turned out to be "it took you into the future", as that landscape of crumbling post-human civilizations is pretty familiar. CW4 is more a road trip with weird AI buddies, starting off on Mars - our Mars, where familiar people are doing FTL experiments, until the Creeper happens and an unscheduled jump is swiftly necessitated. CW3 asked questions about identity and purpose in a far-future galaxy littered with the wreckage of a thousand civilizations that all fell to the Creeper eventually. Not that this is all apparent until the final mission, when everything is finally unlocked. Green stuff fuels totems (artifacts which activate shields when fueled) and superweapons (orbital launch facilities and the fabled Thor). Red stuff fuels anti-air missiles (replacing lasers from CW3), and shield generators, and the construction of dimensional rifts. Blue stuff fuels anti-creeper production. There are also expansions to the economic model, with several minerals to harvest. And spore launchers are now ballistic, so anti-air defences have to be distributed across your control zone because the spores can arc right over the front line. It's more Creeper World, this time in 3D! Which startled me a couple of times - it turns out that you can't fly turrets over particularly deep Creeper any more, as their altitude puts them within the swarm and thus renders them vulnerable to consumption. I picked up Creeper World 4 over the Christmas break, somehow having missed the fact that it's been out for a year.
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