The Oasis stage has been added both on Steam and on Android. :)
Here is my first short visit to the Oasis stage. I was confused and poorly prepared, but I'll get the hang of it. As usual, the fun goofy dialogue is a highlight.
I have to ask ... Are you the developer behind InfinityRPG? I really like both this game and InfinityRPG. There are certainly similarities, and also big differences between the two.
In Our Ascent I am maybe a third of the way through the third character Hina's map (I have completed the first two). I can see that from one character to the next, the upgrades (both equipment effects and upgrades from boss points and stuff) get progressively ... weirder. And harder to tell which ones you should use. I may not have completed Stan's story if I hadn't figured out the value of an accessory that increases the number of battles by 3 (and making a second equipment set taking advantage of that). I don't know if I'll complete Hina's story or not.
Of course I'm looking forward to seeing what comes next in this game!
...
I did manage to play through what's available now as four characters. I never got royally stuck.
There are a lot of elements and design decisions here that I very much like. The speed goals and number of battles goals are really cool, and so is the way the player gets rewarded for them. When you've gotten stronger and kinda 'nail it' in the early parts of the run, it's fun to see like 15-20 new points after the run. The subtle map layout differences from character to character are awesome. And the character dialogue is really one of the highlights in the early going. When I made a video, I started from the very beginning of the game to catch a bunch of the dialogue.
I am not the developer for InfinityRPG. InfinityRPG and this game were both inspired by a game called Inflation RPG. It was released 10 or so years ago and many games have come out using Inflation RPG's core roguelite mechanics.
Hina's introduces more interesting Equipment choices than Apolonia or Stan. You have more agency to choose how you want to build her. You can just use the most expensive Equipment if you don't want to think too hard about how to maximize her power. It'll be a bit slower, but still good enough to win.
I've played all the "progress / tower" games, and this one is one of the best made, balance and lore and "connectedness" are all well done.
My biggest gripe with this one is that item stats are really hard to read. Showing both the item stats and removed/recalculated stats in the same side panel makes it quite hard to see the actual item stats. The equipment UI needs a rework.
Saving on the web version has always been finicky. I think I have fixed it so that saves won't get deleted from version A.2.1.0 onwards, but I can't guarantee anything.
Cloud Save was supposed to fix the saving issue for the web, but the Cloud Save I use doesn't work with the web version for security reasons. I hope to fix this soon.
For now, I suggest using the downloaded version of the game as it does not have any of these issues (and has Cloud Save).
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The Oasis stage has been added both on Steam and on Android. :)
Here is my first short visit to the Oasis stage. I was confused and poorly prepared, but I'll get the hang of it. As usual, the fun goofy dialogue is a highlight.
Is the game still in development? I mean, are you still actively developing it?
By the way, I would rate this game at least 4.5/5!
The Android version just got a big update, with a new region, so I think this game is still in development. :)
The developer knows a lot more than I do of course.
can you make a android port?
The app is already there on the Google Play Store: https://play.google.com/store/apps/details?id=com.egg.OurAscent
thanks
I have to ask ... Are you the developer behind InfinityRPG? I really like both this game and InfinityRPG. There are certainly similarities, and also big differences between the two.
In Our Ascent I am maybe a third of the way through the third character Hina's map (I have completed the first two). I can see that from one character to the next, the upgrades (both equipment effects and upgrades from boss points and stuff) get progressively ... weirder. And harder to tell which ones you should use. I may not have completed Stan's story if I hadn't figured out the value of an accessory that increases the number of battles by 3 (and making a second equipment set taking advantage of that). I don't know if I'll complete Hina's story or not.
Of course I'm looking forward to seeing what comes next in this game!
...
I did manage to play through what's available now as four characters. I never got royally stuck.
There are a lot of elements and design decisions here that I very much like. The speed goals and number of battles goals are really cool, and so is the way the player gets rewarded for them. When you've gotten stronger and kinda 'nail it' in the early parts of the run, it's fun to see like 15-20 new points after the run. The subtle map layout differences from character to character are awesome. And the character dialogue is really one of the highlights in the early going. When I made a video, I started from the very beginning of the game to catch a bunch of the dialogue.
I'm glad you're enjoying the game!
I am not the developer for InfinityRPG. InfinityRPG and this game were both inspired by a game called Inflation RPG. It was released 10 or so years ago and many games have come out using Inflation RPG's core roguelite mechanics.
Hina's introduces more interesting Equipment choices than Apolonia or Stan. You have more agency to choose how you want to build her. You can just use the most expensive Equipment if you don't want to think too hard about how to maximize her power. It'll be a bit slower, but still good enough to win.
I only discovered this game today ... I am definitely enjoying it. :) I'm glad to read that an iOS version is on the way.
I've played all the "progress / tower" games, and this one is one of the best made, balance and lore and "connectedness" are all well done.
My biggest gripe with this one is that item stats are really hard to read. Showing both the item stats and removed/recalculated stats in the same side panel makes it quite hard to see the actual item stats. The equipment UI needs a rework.
I'm glad you like it!
I agree it needs a rework. I will get around to changing it so that there is more room and comparing is easier.
Until then, you can unequip the Equipment for a given slot, and you'll be able to see the stats of each item without any comparisons.
any idea why my progress got delated?
Saving on the web version has always been finicky. I think I have fixed it so that saves won't get deleted from version A.2.1.0 onwards, but I can't guarantee anything.
Cloud Save was supposed to fix the saving issue for the web, but the Cloud Save I use doesn't work with the web version for security reasons. I hope to fix this soon.
For now, I suggest using the downloaded version of the game as it does not have any of these issues (and has Cloud Save).