Last week, a roguelite card game Iris and Giant out of PC and Mac. In it, he controls Iris as she ascends through various stages of a waterfall inspired by Greek myth. Soon enough, it becomes clear that this underground scene is a creation of Iris's imagination, and in fact a symbol of deep organized depression. Overall, Iris and Giant it is a lovely, meditative game. It's definitely difficult. Here are some tips to help you in a good fight based on a game-based turn and roam around a basement like today's Hercule.
Always choose magic cards.
Iris has 51 types of cards. There are physical attack cards, such as swords and axes, that treat basic injuries. There are protective cards, such as shields and spells to heal, protect or heal you. But the most powerful cards in the game – at least in the first few steps – are the magic cards. Fire cards attack enemies in a row and can defeat three enemies in one go. Lighting cards, meanwhile, will attack all enemies of the same type. So if you started at the bottom facing eight minotaurs with a cat, using a flash card means that the battle is now between you and the cat.
Don't open your chest. Break them.
When the chest swells, it can be tempting to open immediately. Unless you need to upgrade to your card deck (remember: running out of cards means more play), stop. Instead, attack the chest twice. That will allow them to explode and deal damage to any enemies on the stage.
If possible, take the private roads.
Hitting each stage is easy: clear the enemies on your path and take them down the stairs. In some stages, however, there is a set of second stairs. Always take the second set of stairs. Of course, they can lead to a bonus phase with powerful enemies. However, more often than not, completing the below basics rewards you with rare prizes, including Memories (the only permanent upgrade to this roguelite). Even if it means losing, those Memorials will help you in the future play. For example, one initial upgrade creates a different type of enemy, if defeated, will give you another chance. Play your cards right, and you can take out the whole world without giving your enemies a chance to attack.
Do not naturally promote your will.
When you reach the highest level, you will be presented with a random selection of updates. You may take a natural look at the will, an upgrade that enhances your full HP. Even though Will is one of your options, grab it and save it for future climbs. In addition to boosting your total HP, upgrading your Take will heal you completely, so it's best to play things smart and wait until you reach low HP. Instead, boost your thinking (increases the number of cards in your hand), Determination (cures 1HP for all physical attacks that come), or Optimism (cures 1HP for all crystals you get, which is sulfur, because crystals are normal to type Iris & # 39; Hades).
Release the fire enemies first.
A few rooms inside, you'll find brightly colored enemies that look like floating firefoases. These agents do not attack you directly, but they can burn your cards. When your cards are on fire, they become extremely useless: they will actively attack your HP if you use them. If you see any fire enemies on the field, take them out immediately – even if that means opening up for another attack. Best move in the long run.
Keep your ducks.
Most enemies are weak and will come down with a single hit. Some are armed with armor, which protects them against two, three, or even four attacks. But if you use dagga, you will be able to get rid of anyone on one trip, without weapons. Keep these in enemies such as the main Minotaurs, some of which have triple-armed weapons (meaning it can take up to four sword cards to defeat them).
Whip cards can work on bear traps (among other things).
Whip cards are among the most useful cards in the game. Use one on a second- or third-party opponent, and you'll just pull them forward. This is a very effective strategy to exploit a battlefield, whether you bring a heavy enemy to the forefront by instantly killing or using a weak enemy as a shield. But you should be aware that whip cards have a lot of uses.
As you move down a few stairs, you'll encounter annoying enemies that unleash a direct attack and, instead, drop down traps. If the trap reaches the front row, it will deal eight damage (a significant amount, assuming it starts with just 30HP). Use a whip card on one, but the trap will move where it is, and damage the enemy in front of it.
Also, when you're done to a certain level, use the whip card on the stairs. That will bring them to the front row where you can keep the rating at the same time. This is especially helpful when stairs are blocked by stones or other obstacles.
Here's how to beat Cerberus.
About the middle of your ascent, you'll encounter Cerberus. As a myth, the task of a three-headed dog is to protect souls (in this case, Iris) from going underground. Nevertheless, in the diversion of myth, the Cerberus of Iris and Giant has features similar to Hydra. Cut one head off, then it backs up. So, your job is to get all three heads out in one swoop – and it's easier said than done.
First, you will want to use magic or arrows to remove the clothing of each head. After all, it is a strategy that removes enemies and obstacles so all three heads are in the front row. If you have an ax card, play it, and all three Cerberus heads will disappear. For your efforts, you will be rewarded for being able to unlock great magical power. (Bonus: If you're able to use a stealing card from any Cerberus head, you'll get a card that defeats any enemy, regardless of its protection, and healing completely.)
Small yet elegant gems:
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