1 Play your first run with people
Solo is supported and the store even calls it the brave option, but the design is built around a group. Combos between players, mutual revives and the horn used to rally the team are all cooperative features, and none of them exist alone.
2 Pick a weapon, then keep switching
Swords, wands, bows and a gun are all available, and the store makes a point of saying you can swap freely. That single sentence should change how you play.
| Weapon | What to expect |
|---|---|
| Sword | The straightforward starting point. Close range, immediate feedback, easy to learn combos with |
| Wand | Usually where the explosive powerup interactions live in games like this |
| Bow | Safety through distance, at the cost of needing to aim while the group moves |
| Gun | Described on the store as the age old gun, in a fantasy setting, entirely on purpose |
Because swapping is free, treat your weapon as a response to the current room rather than as an identity. Beginners who lock themselves into one family lose runs that a switch would have saved.
3 Reading powerups you have never seen
There are over a hundred, and the names are jokes rather than descriptions. Trophy of Swole and Cool Comfy Shorts do not tell you what they do, so the text is the only thing that matters.
4 Reviving is a job
Reviving teammates is listed as a core verb, which in practice means someone has to stop fighting to do it. New players almost always assume someone else will.
Say out loud that you are going for the revive. Two people abandoning damage to revive the same person is worse than one, and nobody going is worse still.
5 Bosses expect you to learn the dance
The store describes the bosses as hitting hard, playing dirty and laughing at your powerups, and then tells you what to do about it: learn the dance, punish their weakness, and hit back harder.
That is a pattern learning game rather than a numbers game, at least at the boss. A stacked build helps, but a group that has not learned the fight will lose with any build.
6 Building a run on purpose
Before a run you pick ingredients and choose quests, and those choices decide which enemies, locations and bosses turn up. This is the strategic layer, and beginners tend to click past it.
| When | What to choose |
|---|---|
| Learning the game | Repeat the same selections so you see the same content twice |
| Practising a boss | Choose the options that bring that boss up again |
| Playing for fun with a full group | Vary everything. The chaos is the point at that table size |
7 Settings worth checking
Custom volume controls are listed as a feature, which means the audio can be balanced per channel. In an eight player game with voice chat, turning effects down relative to voices is the difference between coordination and noise.
Full controller support is available, and the store states that the minimum specification targets low settings at thirty frames per second. If you are near that line, expect to be there rather than hoping otherwise.
Learn the game in a group of two or three rather than a full lobby of eight. Start on a sword but treat weapon swapping as a response to the room, since switching is free. Judge powerups by whether they multiply, protect or stack instead of by their joke names. Call your revives out loud so the group does not send nobody or everybody. Have one player watch rather than maximise damage on a new boss, and use the pre run ingredient and quest choices deliberately, because they decide what you will face.
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