
I haven't been promoted yet, so I'm level 50.
I'm thinking of getting promoted and later taking the equipment as it is with 5 stars.
Weapon - 30% additional damage
Armor - 80% fixed shield after the end of the turn when applying harmful effects for 1 turn
Accessory - Activates 1 random initiative card at the start of the turn
There was also an ice wall card that continuously attacks the entire area, not just 2 turns of brilliance, which is a shame.
Still, doing it this way, the initiative card is activated automatically.
The shield and counterattack are almost infinite, so even if the monsters just cough, they trigger a counterattack and nibble away at them.
If you have a better build, please give me some advice.




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Just close the doors, lol




As the title says, I'm convinced that these game developers don't play the game. Or at least, they don't play the game normally, not with a GM account with unlimited resources. And they have no understanding of the game they are making, let alone the roguelike deck builder genre.
First, the various resource rewards related to agent training will be increased.
We want to lower the hurdles to growth so that First players can train and experience a wider variety of characters.
In the future, not only the resources provided through events and content, but also the amount of resources provided in the early stages of the game and the amount of rewards provided daily will be increased.
Advancement resources and potential resources will be provided more than before through overall reward improvements in the achievement handbook.
If you have already acquired achievement rewards, the increased payment amount will be retroactively applied via email.
In addition, policy improvements will allow you to choose not by simply comparing indices.
Policies that allow you to obtain crystals, advancement resources, potential resources, and research notes will also be introduced.
In addition to this, we are preparing to update the maximum level of [Tentative Name: Chaos Shop] and Chaos Matrix to 100 so that you can acquire more rewards.
In the end, the point is that instead of patching things up by increasing the amount of resources and rewards, you need to recognize how abnormally the training system itself is made and fix it. Can a bandage fix a bleeding wound?
Kazena's character training, like a patchwork golem, ultimately comes down to potential and equipment. If leveling up a character realistically makes them 10-20 percent stronger, potential and equipment are structured to multiply that. However, potential is blocked from growth with weekly resources, and equipment is made up of a 5-layer gacha infinite farming system. In the end, the final training will inevitably be endlessly grinding and praying to the gacha gods.
Character leveling training can simply be called a name card draw, but they made it so that you have to waste 2 weeks' worth of stamina just to do that name card draw.
It's not that 2 weeks' worth of stamina per character is unreasonable.
Even if you make that investment, it's useless without potential/equipment, so there's no satisfaction at all.
Even if you make that investment, you still have to endlessly grind stamina and do lottery draws anyway.
You have to do one of the two, but this game is designed with a system that gives users unnecessary inconvenience and unpleasantness in every aspect.
So, will increasing the amount of resources and rewards solve the problem?
The answer is yes, it's possible. If you give at least two or three times more rewards than now, it can be alleviated to the point where you don't feel unpleasant due to the irrationality.
But really? Even if it's a lot, it's double, and I expect it to be around 30-50 percent. No, it's even unclear whether the rewards in the training dungeon will be increased, so are they just leaving it as it is and giving out one-time rewards...?
And I don't like the first sentence. Let's be clear. It's not that they're trying to be nice to users because there's no problem, but that they're improving because they have no understanding of their own game and genre and have created an absurdly messed up system.
The guys who designed a system that hinders deck building in every way in a deck building roguelike game have no understanding of the game and, again, I'm convinced that they haven't even properly played Kazena, which they are developing.
Next is the improvement of the guide for save data.
Although save data is a core system in the game, the lack of guidance has caused complexity and difficulty in progressing through the game.
In this update, we will make it easier to understand the save data system by making the savable save data
More intuitive and supplemented with help.
We will explain the details through the update patch notes.
We will continue to improve the save data system so that it can be easily understood through tutorial reinforcement and various methods.
I felt the limitations of this development team here. I shouldn't have had high expectations from the beginning when they created the save data system in this way...
If they had a sense of the game and understood it, they would have understood what the core issue was and addressed it.
It seems that they only understand half of why users are dissatisfied with the current system.
The half they understand is that the save data system arbitrarily messes with the rewards for the effort, fatigue, and time that the user has invested, but the user has no way of knowing the criteria, rules, and mechanisms.
Furthermore, there is so little content that it is no exaggeration to say that there is nothing to do with this save data, so the act of cutting the save data is the end content.
It can only be understood as an forced increase in volume to hinder users. (What are you going to use it for after you cut it?)
However, the core issue is that the design of this system lacks Player Agency, that is, the player's initiative and choice.
If the developers had a sense, they would have given the player the choice of what to add, subtract, focus on, and give up through the system transparently, instead of a solution that is so obvious that even a 3-year-old could come up with it, which is to simply show them what they don't know intuitively.
They should have given the player the choice of what to add, subtract, focus on, and give up through the system transparently.
What's frustrating is that the problem of users' time and effort being messed up by the system's whims remains the same, but they're just telling us why they're messing with it. I admire their audacity.
A system where the process of carefully cutting a deck in content that takes 30-40 minutes or more to complete is highly dependent on random luck, and the rewards are also random draws. A system where the best you can do is maintain the results of your efforts and everything else is a minus. I'm curious as to why they're betting their lives on this crazy idea. Are they fantasizing that players will feel satisfied here?
Would you be more satisfied if you received your salary randomly and without being demoted? It's the same logic.
Two issues have already come out, and it's amazing that both of them only have obvious, natural, and stopgap solutions...
I don't think I need to mention the rest in detail, so I'll just say it briefly: the Codex is expensive even if it's halved instead of 20 percent (do you think the rewards for the gold dungeon, which burns 60 stamina per run, make sense?) The reorganization of the Fragments of Memory is necessary, but it made me laugh at the increasingly patchwork golem-like game. Regarding the trust system, I felt that they still don't recognize the problem, and there is no improvement in the fact that it feels like simple grinding due to the poor quality of the content and rewards.
I thought it was the last chance to turn the tide, as they had already wasted all the lives they could waste and were operating almost at the end of their rope, but compared to the updates and management philosophy shown in other games released at the same time (at least I'm being polite and not mentioning the game directly), they still haven't come to their senses, and it seems difficult to expect a turnaround.
In the end, it's hard to understand why they're betting their lives on a battle of wits with users. All the problems are their fault for roughly creating a system that was pieced together from various sources without any deep consideration, but all the content is about how we didn't do anything wrong, but we'll improve it a little because you're complaining. It's time for a proper response, whether it's fully admitting the mistakes and completely turning the tables, or showing a hidden philosophy that surprises and impresses everyone, but I can only feel sorry for them.



Hello. This is Seon-ah.
I'm going to write about what I felt after playing Magic Cat.
Everyone may feel differently, so I think it would be good to just keep it in mind.
Please understand that there may be some spoilers.
Advantages
1. Familiar taste
If you've played any Vampire Survivors-like games, you can adapt right away.
This is because it is a simple game of avoiding, eating, and growing.
2. Less lag
In the case of Vampire Survivors-like games, the phenomenon of stuttering often occurs when there are too many enemies.
In the case of this game, there is less stuttering.
Disadvantages
1. Small volume
There are only 2 stages and 5 enhancement stats.
Also, there is no clear indication that you have become stronger, so it is difficult to feel whether you have become stronger or not.
However, if you MAX out the stat enhancements, there will be a big difference.
2. Hitbox
The hitbox is smaller than what you see, whether it's an enemy or an ally.
The homing attacks are more likely to hit, but otherwise, they are not.
Not all of the cat's head is a hitbox, it's a little smaller, so you might not get hit even if you should.
3. Level-up Enhancement
I'm sad about the weapon enhancement, which is a feature of Vampire Survivors-like games.
It's natural that not all weapons are good, but it's a bit disappointing that they get worse when you max out the enhancement.
Also, I can't see the increase in health or health recovery, so I can't tell if it's working well.
TIPS
I wrote about weapons separately.
https://page.onstove.com/indie/global/view/11209031
In the beginning, the sword and staff are fixed, but the sword has a slightly higher score, but it's difficult to get there, so I recommend the staff.
If you catch the big Happyri that appears at the end of the 2nd stage with a hit, there will be no box drop, but if you remove it with a pink bomb, the box will drop.
Review
There is not much to say because the volume is too small.
The map ends with 2, and it doesn't have diversity with other characters.
Also, the characters and enemy mobs are not unique, and the weapons are not special.
It's a shame that there's nothing there, to the point where it feels like it was stopped in the middle of development.
Summary Score (5 points / 1 point: ♥ / 0.5 points: ♡)
Story: ♡ (There is no story.)
Graphics: ♥♥ (It's a shame that the graphics don't match the hitbox.)
Sound: ♥♥ (It feels plain.)
Content: ♡ (2 stages, 1 character.)
Convenience: ♡ (Some parts are not translated, and the window mode keeps returning to full screen.)
Cat: ♡ (Cats appear, but no one knows why.)
This is a personal opinion, so impressions may vary from person to person.
Thank you for reading the long post.



BE SAFE EVERYONE! <3



Even though I achieved it, it's not being cleared. Are you going to keep your mouth shut about having hidden conditions and not fix the bug?
It's a game that doesn't even have discounts, so shouldn't you fix it?
I can't even see the achievement photos because of this, and it's frustrating.
---Achievements that can't be achieved---
The Starting Point of the Curse
The Road to the Underworld
Coward
A Quiet Suggestion
A Unique Sword
Their War of Nerves
Men with Their Heads Bowed
The Remaining Concubines
Perfect Clear of Chapters 1, 2, 3, 4, 5
Chapter 100% clear cannot be achieved no matter what you do.
Hidden conditions? It seems like the other choices that appear when the red line comes out when waiting at that choice, but I've tried it in all choices.
I even clicked on every choice in case there were choices that would be selected if I selected a different place.
Please fix the achievements above quickly. It seems like you need to fix the Chapter 100% unachieved bug first.
Also, the Ha-eun profile is from the war of nerves that comes out in the beginning, but why can't it be achieved?
The same goes for the adult goods shop in the Yeseul profile.
In the gallery, only the adult goods shop Yeseul's still cut is not open.


If you look at the image when unlocking the lobby, anyone can see she's looking at me.
But what happens when you actually put her in the lobby?
No!!! Matter!!! What!!!
She doesn't even glance at the young-forty captain.
The point is that the skirt ignores the laws of physics and is censored.
Seeing the skirt bent like that, it seems Lenore admires Michael Jackson quite a bit.
But these are necessary things.
Because she has to be paired with Louise.
Just... a pure man GOAT who chose love over the future of the game.


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