Viking Bullet Heaven That's Improved Massively Since The Demo! – Asgard's Fall [Playtest]



Play Asgard’s Fall: Origins on Steam: https://store.steampowered.com/app/2780710/Asgards_Fall/

Embark on an epic saga in Asgard’s Fall, a Norse Survivors-like Roguelite. Fight your way through hordes of creatures and let the gods feel your relentless wrath. How will your saga unfold?
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18 thoughts on “Viking Bullet Heaven That's Improved Massively Since The Demo! – Asgard's Fall [Playtest]”

  1. Only 20 minutes in, and maybe I missed it saying you can't, but driving me a little bit mad to see you not trying to move the Knots around after you've placed them to improve the multiplier connections. If you can that'll be a game changer, if you can't I apologize profusely for my baseless critique

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  2. I think the game looks interesting, they shouldn't all play like Death Must Die, which I'm sure is a great game, but not something I would play, though I understand why people do.

    For me I like Spirit Hunters, 20 Minutes Till Dawn, Brotato, Zombie Party, Halls of Torment, but currently I'm playing Army of Ruin

    After playing Vampire Survivors and completing it I needed something like it to play, like the games I have named above.

    The game you was playing wanderbot seems difficult to me when I saw all the AOE attacks, the graphics are chaotic at times it all just kind of blends into a big ball of RUN AWAY NOW lol. I even saw your frames drop a lot when the action got hardcore.

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  3. So, I think the little towers should be weak and recharge as you said, but also, they absorb nearby EXP and gain power for the next bonus… So if you leave one side of the map for 5 whole minutes, with a ton of XP in the circle around the tower, it leeches them and turns them into a big bonus instead… it'd work as a way to keep the XP amount down when theres too much off screen, too.

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  4. Looks like the most important thing to be keenly and constantly aware of is the placement of knot choices… Planning ahead as best as possible to leave space between upgrades for the multiplier nodes instead of cramming all the upgrades together leaving no space and being unable to boost them

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  5. The multipliers seem to only work, from what I gathered from the tutorial, on knots of power, which the purple one technically is not…

    Also I get why the stat towers don't recharge (or crumble and reappear elsewhere), it's to prevent power creep. Especially early game.

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  6. This looks really cool with the ideas but i'm not so sure about the execution of stuff like the Wyrd knots yet. A lot of potential though! There's an update coming to Spellbook Demonslayers that i think is about to light a fire under the feet of a lot of other devs, it will be interesting to see how the genre responds to it. Based on what is shown on the NSFW version of the Spellbook Steam page, it's adding like 10 mechanics where even just 1 of them would be more interesting than the entire hook of most of these other games.

    Elemental reactions like Baldurs Gate 3, gem-suction-attack system like Hyper Demon, DOOM 2016 finishers that interact with a wall slam system, weapon swap combos with charge attacks, friendly fire on all the enemies, a DMC/Ultrakill style meter… starting to make sense why the dev went silent for half a year to work on it!

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  7. Grabbed the playtest and man builds can get nuts in this. I 6xed a yellow crit chance knot and had > 60% crit chance. Added a Loki knot that made every crit have 5% chance to proc one of my attacks… which included the Tyr swords that shoot lightning… and had it upgraded to sprout like 8 swords. It was constantly proccing the crit thing and so I was spamming abilities almost constantly. Easily the most busted build I've had so far (was on the archer).

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  8. The node multiplier says it only affects knots of Power and Sacrifice. Viking's Resolve is a Knot of Fate so of course it doesn't get X2. The visual indicator is the knot type which is in a red box above the description.
    looks like the regen is every 3 seconds.
    23:35 you skip past crit strike chance without even looking at it… lucky you found a better one with the rerolls.
    The green splotches on the floor in the snake boss fight do damage when you walk on them. That is why you were half dead at the end of that fight.
    4 regen saved the first run, a 2 regen on a X2 spot gives you that run saving regen rate. 2 regen is not something to snub when you have 0 regen.

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