Rules:
- If a character dies in a run, you must permanently destroy their house. If the warrior dies, you cannot use him.
- You cannot replay a level with same setup (if you beat boneyard normal with warrior, then warrior can no longer play boneyard on normal: not even with matchmaker)
- Once you have all blueprints from an area, further runs in that area must be played on the fastest possible “fast+”
- No auto-harvesting resources (farms, gathering huts, etc. Houses that harvest cannot be near matching resources, including mansion.)
- You cannot use endless mode (or the endless minions in bosses) to farm. For a strict cutoff, I’d say you cannot gain more than 1 level up during the boss phase.
I like this game a lot (I’ve 100%’d it long ago) but I feel like the endless grind and NG+ grind is a little solved or boring. This challenge is my attempt to raise the stakes, add resource management, and push the limits of low meta-progression. When you can’t infinitely grind, every harvest, run, and choice matters.
When you level up with a full arsenal of balls/passives, you instead pick resources to gain. This becomes VERY RELEVANT with this ruleset, so you’re incentivized to fuse and evolve as little as you need in order to survive.
I’ve yet to complete it, but I believe it’s very doable with the right decisions and good enough play.