• Welcome to Talking Time's third iteration! If you would like to register for an account, or have already registered but have not yet been confirmed, please read the following:

    1. The CAPTCHA key's answer is "Percy"
    2. Once you've completed the registration process please email us from the email you used for registration at percyreghelper@gmail.com and include the username you used for registration

    Once you have completed these steps, Moderation Staff will be able to get your account approved.

Beyond Vampire Survivors: more games where you kill hundreds of the same enemy

Mogri

Round and round I go
(he)
Staff member
Moderator
Continued Brotato: The grind for Danger 5 continues. The way it's written, Danger 5 sounds like it only changes the last wave, and yet I haven't had a run make it to that wave, so I might as well be failing Danger 4 runs. Here's what I've tried:

Pacifist: If you're not keeping up in the damage race anyway, may as well go with a class that doesn't need to kill things, right? I might go back to this class, but at the time, I was having trouble even building pure survival.

Bull: Similar to Pacifist in that you're focusing your build on survival, except you start with much better survival stats and can (and must) kill things. My most successful run picked up Blood Donation (a completely terrible item except when it's actually amazing), allowing me to deal damage without having to take a ton. I might've won that one, but the ribcage enemies make those late waves a real nightmare.

Anything with an Ethereal build: The scaling from Ethereal weapons is just too slow. The two best classes for Ethereal are Loud, who gets a bunch of extra enemies, and Ghost, who gets a big damage bonus to Ethereal weapons. Ghost is a non-starter: it dies in two hits as early as wave 3. Loud could get off the ground with a lot of luck, maybe.

I won Danger 4 with Masochist. Haven't tried it on Danger 5, but then I'd never have won without Blood Donation, so I'm not sure how repeatable that success is.
 

Mogri

Round and round I go
(he)
Staff member
Moderator
Brotato: The game got a patch, and I lost all my progress. I'm not sure whether the two are related, since I was playing in offline mode until I quit out today, and when I went back in, it was a new version with none of my unlocks.

Anecdotally, the new patch seems much easier. I got five straight wins on Danger 0-4, which got me most of the character unlocks I had before plus at least one I didn't. In particular, it feels like enemies are dropping more materials now at all Danger levels. Checking the patch notes, I don't see anything about that, but I do see that the player hitbox is smaller now, the big enemies have less health, and a couple waves have fewer enemies.

Anyway, this has the funny result of most of my characters being unlocked but not the one you unlock by dying. I did confirm that my progress is saving now; as much as I like the game, I don't think I'd go through a third round of this.
 

YangusKhan

does the Underpants Dance
(He/Him/His)
I finally played Brotato again and got a Danger 1 win with Ranger. Building up my Dodge definitely saved my bacon potato in the end, and I even managed to kill the Wave 20 boss rather than outlive it.
 

Mogri

Round and round I go
(he)
Staff member
Moderator
Boss kills are definitely more satisfying! They're also way harder to pull off.

I've finished Danger 0 with almost everyone at this point. My takeaway: you can win without damage, but you can't win without survivability. Here's my breakdown:

HP: It's essential, and it's uncapped. You can get by with 40 or so with some builds, but you'll always be happy to have more.

Regen%: It's worth getting a point or two early on, since with positive regen, you'll always heal at least 1 per 5 seconds. If you're stacking HP, getting a lot of regen is the most reliable survival in the game. If you're not, then you don't mind this going negative by the end of the game.

Life steal: Capped at 10 HP/second, which is a lot but also not enough on its own. You'll want Armor or Dodge for further mitigation.

"HP from pickups": Early on, pickups are one of your primary sources of recovery, and I don't advise taking an early penalty to this pseudo-stat. By about wave 10, they won't keep up with the damage you're likely to take, and there aren't enough ways to increase this to change that fact.

Armor/Dodge: I'm lumping these together because they're under the same "damage mitigation" umbrella. Dodge caps at 70% (except for the Ghost class), and Armor has decreasing returns. Until you hit the Dodge cap, each point of Dodge is more effective than the last. That means you want to go all in on Dodge if you're going in at all. If you won't reach at least 50%, don't bother. On the other hand, Armor is the only defensive stat where going negative actually matters, so you can't afford to dump Armor. Even if Armor is not your primary mitigation strategy, you'll want around 10 by the end of the game.

Medical weapons: The bonus for Medical synergy is regen, but the weapons themselves have a huge amount of life steal. You need some method of recovery, and that method can actually just be two or three of these if you've got enough mitigation.
 

YangusKhan

does the Underpants Dance
(He/Him/His)
I don't know how Life Steal works with Elemental damage weapons. Does the burning status effect from a wand, or those chain lightnings from the electric shiv, let you Life Steal or is it just from the primary attack of a weapon?
 

Mogri

Round and round I go
(he)
Staff member
Moderator
My best guess is that each weapon rolls life steal once per attack -- so, for example, a hammer can give you 1 HP even if it hits five enemies. So you should actually get more out of a Minigun than a Medical Gun once your life steal reaches about 10%.

It's hard to be sure because there's so much going on at any given time past the first few waves, but that's consistent with my experience.
 

YangusKhan

does the Underpants Dance
(He/Him/His)
Boneraiser Minions is pretty fun but I am either bad at it or need more meta upgrades, because I still didn't get very far after trying like 5 runs.
 

Mogri

Round and round I go
(he)
Staff member
Moderator
Yeah, the meta upgrades are huge. I'm not a big fan of meta upgrades in this genre, but Boneraiser Minions at least makes them very easy to unlock. You'll get the basic ones in a few hours. The long tail ends up being the class upgrades, since they require either a boss soul or 3333 gold, and you get (I think) 3 boss souls in a winning run, while your gold caps at 9999 (a number which is not hard to reach). I popped back into the game last night after not having played for a month or so, found that there were two new classes, and nearly finished getting everything for them after playing for about an hour.

I finally got my Danger 5 Brotato win a couple days ago: Pacifist with three Hands and three Medical weapons. The Medical weapons were key: you don't get much benefit from extra Hands, and the lifesteal from the Medical weapons is extremely necessary. I had an earlier Danger 5 Gladiator who died with 5 seconds left in wave 20, but the Pacifist was fairly painless with the right build.

With all the unlocks finished, I've taken a break from Brotato. I gave Soulstone Survivors a try yesterday. It's decent. My biggest problem is that the game becomes illegible pretty quickly as the screen fills up with attacks. Like Boneraiser Minions, there are some significant meta unlocks, but most of it is alternate classes and the like. Being that it's a demo, most of the class progression is gated anyway.
 

Paul le Fou

24/7 lofi hip hop man to study/relax to
(He)
I picked up Brotato and tried it out. My first run made it to Wave 16 I think, but the farthest I've gotten is 19. That I did on a Ranger who ended up with crazy HP regen - I got a legendary couch item along with other regen, good speed penalties, and decent lifesteal, and was healing faster than I could take damage (until I wasn't). Having read the above posts I'll try again while focusing more on survival.

I'm not as big a fan of this one, I think, because for some reason I don't like that it happens in discrete waves. It's also the simplest, arena-wise. But I'm willing to poke at it a bit longer.

20 Minutes is fun but I dunno how many other builds I'll find as effective as heavy-elemental on flame cannon or bats, which will just lead to more disappointment.

I have a feeling Soulstone Survivors is gonna be the one, at least for me, but I'm also seeing how much they continue to release and when. Right now a bit more diversity by character would be welcome, and some balance adjustments, but of course it's not even in EA so it's got a ways to go.
 

YangusKhan

does the Underpants Dance
(He/Him/His)
Brotato just got a balance patch today that actually changes up survivability some. Everything gets +1 HP on level up now, and HP regen scaling was changed to make it regen faster rather than % of HP. But on the flipside, Armor and Dodge got slight nerfs. Haven't tried a run with this patch yet but it's an important change (plus a bunch of other stuff).

Also for this thread, Nomad Survival is now at 1.0 and out of Early Access. I've kind of cooled on the game a little because I don't quite understand what amount of upgrades the game expects me to have on the hardest map. But it's still a nice change from other games simply because of how less over-the-top your character ends up being.
 

YangusKhan

does the Underpants Dance
(He/Him/His)
Soulstone Survivors entered Early Access today, with a $9.99 price tag. It's pretty decent. There hasn't been too many improvements over the demo version, but the big one they added is a graphics slider to turn up the transparency of special effects, so now I can actually see what is happening. There's a lot of stuff to unlock, but the map variety is still non-existent; you're gonna be seeing the exact same wolves and snakes and goblins etc. on every map. Endless mode is fine in theory but in practice now it doesn't work very well, because it just means enemies become massive damage sponges by the end of Endless 1. They've already made an announcement that they're gonna change it. I haven't played with Curses yet or unlocked any Runes either.
 

Paul le Fou

24/7 lofi hip hop man to study/relax to
(He)
I've been playing a bit. OK, a lot. They really need some different enemy loadouts on different maps, because fighting the same one over and over again is getting to be quite a drag. But I like the vastly expanded new array of skills and spells, and that you can unlock more. I don't like that only the 6 characters from the prologue have any extra weapons to unlock so far.

I've been doing curses and getting through all the first- and second-level curses isn't bad, but the 3rd-level gets nuts. Not only are there more enemies, more elites, and more HP, but you get to fight two lords at once. It's as fun as it sounds (which is to say, it has potential to be cool but in practice it's a slog). I've cleared curse III just one time (on the wrong map; I needed to clear it on a different map, which strikes me as cruel, for the achievement to to unlock a specific character) and frankly don't know how sustainable it's supposed to be. I've maxed out the entire skill tree and there's honestly kind of a ceiling on how many red circles you can avoid standing in when there are so many around. I guess I'll keep trying out different characters and builds and see if any of those make it more doable.
 

Rosewood

The metal babble flees!
(she/her)
I finally played Brotato again and got a Danger 1 win with Ranger. Building up my Dodge definitely saved my bacon potato in the end, and I even managed to kill the Wave 20 boss rather than outlive it.

Thanks for mentioning that you can outlive the boss. I thought you had to defeat it in a certain amount of time, and that's led to a lot of unnecessarily mashed potatoes. I've now beat the game with 7 of the characters (on lv. 0. one thing at a time!).
 

ShakeWell

Slam Master
(he, etc.)
Entropy Survivors is only a demo so far, but it's fun, though like 20 Minutes Till Dawn, you do have to push buttons to attack, so it's perhaps contentious.

Gunsuit Guardians is a fun one still in Early Access from Matt Glanville, who also did Dungeon Deathball and Switch 'n' Shoot.

The Deeprock Galactic one of these is also now in Early Access and I haven't played it myself, but people seem to really like it.
 

air_show

elementary my dear baxter
So I played Wedding Witch after seeing it on Game Grumps and this style of gameplay ate my soul. After playing it for a week or two I found myself jonesing for more, and what came up on my search was Death Must Die

It's pretty good. Granted I'm still new to this genre, and it's an early access game so it doesn't really feel like a complete game, but it's hella fun. I dumped well over 20 hours into it over the week or so I've had it.

Anyway now I can scour this thread for more to satisfy my new addiction.
 

4-So

Spicy
Death Must Die is pretty good, yeah.

My favorite of these is Halls of Torment, which replaced VS as my go-to in the genre. I'm a much bigger fan of the creepy-for-1996 aesthetic, and the soundtrack is more my speed.
 

JBear

Internet's foremost Bertolli cosplayer
(He/Him)
The Deeprock Galactic one of these is also now in Early Access and I haven't played it myself, but people seem to really like it.
I'm people! I really like it!

(Although I feel like I got snookered, because I got a wire crossed and started playing it because I thought it had just left early access. Ah well.)

I got bored of Vampire Survivors ages ago and never really glommed onto another one, but this one is really clicking for me. It probably doesn't hurt that I have 100 hours logged in DRG and really enjoy the ways that this game references that one, but a lot of folks seem to be enjoying it who have never touched DRG. I feel like it is different from VS in a lot of small, interesting ways that add up to make it feel quite different overall.

Rock and Stone!
 

Rosewood

The metal babble flees!
(she/her)
Reporting back to say that I beat Brotato difficulty 4 for the first time with the hilarious Bull. I haven't entirely decided if dodge is crucial for this character or not, but it seems that some combination of regen, HP, armor (and buffed explosion if you can get it) at least, does well for him. I didn't manage to get through rank 5 after a few tries, but he seems like a good choice for a first, since he is easy to play.

It was a bit of an adjustment to go back to characters who can't just tank everything.
 

Mogri

Round and round I go
(he)
Staff member
Moderator
My take was always that Dodge is dissynergistic with Bull, since Bull needs to take damage to proc. I was never really sure! I enjoy dodge-stacking on most characters, though.
 

JBear

Internet's foremost Bertolli cosplayer
(He/Him)
A friend asked me to explain what made Deep Rock Galactic: Survivor click for me, and I effort-posted, so I thought I may as well post here in case anyone is curious:

Well, speaking for me specifically, it's dripping in DRG theming and humour, but I know lots of folks who are loving it that have never played DRG. As far as what sets it apart mechanically:
  • There are 4 "classes" with difference specialties: The Scout is mobile and dodgy, the Engineer focuses on using weapon emplacements, the Digger is really good at chewing through rock, and the Gunner is kind of tanky and shoot bugs good. Each class has a further trio of load-outs that you can choose between that specialize them further.
  • Each run is 5 floors. Each floor has a timeline at the top with specific "events" outlined on it that trigger when the timeline reaches them, like an enemy swarm, or a supply drop (which requires you to clear out a landing zone to obtain unique buff items-- also the drop squashes any bugs it lands on), culminating with a boss that you need to kill before your evac drill pod will show up, at which point you have 30 seconds to book it and get to the next floor.
  • On each run, there's a heavy focus on mining. There are two basic resources that you primarily mine that you can use to buy upgrades between floors, as well as rarer resources that persist between runs and are used to unlock permanent buffs.
  • That same focus on mining also leads to a heavy focus on using mining as evasion and crowd control. The bugs all have very simple AI: they are trying to touch you via their shortest path. You can dig through walls to evade them, or exploit their pathing to channel them into corridors.
  • You begin each run with a single fixed weapon dictated by class and loadout. At specific level thresholds, you are offered a choice of additional weapons, again dictated by class and loadout, for a total of four weapons each run.
  • After every level-up, you are presented a set of 3 choices of upgrades, with a huge array of possibilities including stuff like max health, reload speed, move speed, crit rate, pickup radius, damage, etc, or more specific upgrades which allow you to level up one of your weapons by increasing its specific damage, fire rate, or reload speed. Any of these upgrades can have a rarity that ranges from common, uncommon, rare, epic, and legendary, which determines the magnitude.
  • Weapon-specific upgrades increase that weapon's level, and each weapon offers you a choice of custom upgrades at specific level break-points that allow you to modify it in potentially run-warping ways.
 

Baudshaw

Unfortunate doesn't begin to describe...
(he/him)
Trying out an extremely small and weird game called Days of Doomsday. There's barely any information about it. I completed the first few chapters, and it's extremely similar to Vampire Survivors (even suspiciously similar, with stuff such as the bat swarm and the plant ring). However, there's one big difference: it's a more story-based game. The story itself isn't that important, but instead of an endless survival game, you have progression within each stage, ramping up the difficulty with each part.
 
Top