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To echo the other commenters - yup, there are so many possible moves in the game.

For example, there is a relic that gives you the status "Intangible" every 6 turns, and then it resets. "Intangible" makes it so that every incoming damage is only 1 damage point. This relic has a counter and the number of turns it counts exists out of individual fights. So for example, you could be on your 1st turn in a fight, but to the relic it could be your 3rd.

At first, you might think to yourself that you should stall each fight long enough where you can end the fight on the relic counter being 5 - so that any next encounter you start will be your 6th turn to the relic - meaning you'll be intangible at the beginning of the fight.

But - there are situations where you might want the counter to be at 4, so that you will be intangible not on the 1st turn of a fight but the 2nd. For example, there are some enemies that don't do damage on turn 1, or do more damage on turn 2. There are situations where you want the counter to be at 3, 2, etc.

To add onto this - it can be VERY difficult to stall a fight such that you get the relic to the number you want and you kill the enemy you are facing on that turn.

There are so many decisions to be made surrounding this one relic. What I've described here doesn't really cover all the theory surrounding it.

You can find similar decision paths and theory around every card, relic, potion, enemy, boss, etc. in the game.

It's one of the many reasons why I love this game so, so much.




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