This video documents a unique challenge run in the game "Bounty of One," where the player is restricted to choosing only the leftmost upgrade available. The player initially focuses on critical damage and a poisonous grenade attack, then adapts their strategy to leverage "out of dash" bonuses, high attack speed, and increased range. A significant mid-video interlude features an unboxing of a "Civil Draft" trading card pack, showcasing various collectible cards including a rare blueprint. Despite acquiring powerful upgrades like a self-healing mechanism tied to dashes, health-converting hearts into damage, and projectile bouncing, the "left-only" restriction ultimately leads to a build that struggles with sustained damage output and survivability against increasing enemy hordes, culminating in the player's defeat.
Summarizing the "Bounty of One" Left-Only Challenge & Civil Draft Pack Opening
0:00 - The "Left-Only" Challenge: The video begins with the player introducing a self-imposed challenge in "Bounty of One" β they can only select the leftmost upgrade option from any choice presented.
0:17 - Initial Upgrades & Critical Damage Focus: The first upgrade taken is a poisonous grenade. Subsequent upgrades boost critical damage significantly (e.g., 75% more damage, then another 75%), though the critical hit chance remains low (5% initially).
1:32 - "Out of Dash" Buff & Attack Speed: The player acquires a perk that grants 20% move speed, 100% crit damage, and 50% damage when out of dash. They also gain substantial attack speed, which increases the longer they shoot, reaching up to 5.4 attacks/second.
2:13 - Expanding Range & Healing Mechanism: The player gets a shiny upgrade that increases range and pick-up range by 40%, followed by another 30% increase. A crucial "heal" upgrade is acquired: healing 1 HP for every 12 dashes used, encouraging frequent dashing.
3:01 - Introduction: The player transitions to opening a physical "Civil Draft" trading card pack, expressing hope for a blueprint.
3:26 - Cards Revealed: The pack contains "The Suspension Dual Bridge" (a perfect score bridge design), "High Prioritize" (a card drawing ability), "The Bouch" (an attack-buffing card), "Thumbnail Artist Carl" (a common but new artist card), "Clay Beaver Engineer" and "Beaver Engineer" (two rare cards), and finally, "Blueprint B" (an elusive, very rare blueprint version of the player's own card, card number one).
5:30 - Pre-order Promotion: The player promotes pre-ordering the game and booster packs by August 17th.
5:43 - Mid-Game Progression & Critical Hit Improvement: Back in "Bounty of One," damage continues to increase (e.g., up to 80, then 100). Critical hit damage reaches 425% (later 500%), and the chance of critical hits doubles to 10%, then increases further to 15% and 27%. Attack speed also increases significantly (e.g., 8.4/sec, then 9/sec).
9:49 - Healing Mechanic Shift: A difficult choice leads to an upgrade where picking up hearts no longer heals but permanently grants damage, forcing the player to rely solely on the dash-based healing.
11:13 - Projectile Precision & Bouncing: An upgrade makes enemy special attacks 70% less precise. Later, the "Pong" upgrade causes projectiles to bounce off screen edges, and another makes them bounce off enemies, greatly increasing projectile coverage.
15:20 - Lightning Totem & Projectile Shields: A totem appears every 10 seconds, dealing lightning damage when the player stands in it. Two lenses also rotate around the player, making projectiles bigger and dealing more damage.
16:14 - Level-Up Invincibility & Dodging: Leveling up grants temporary immunity to damage, a key survival tool in later stages. A 30% chance to dodge damage upon being hit further aids survivability.
18:29 - Shooting Behind & Area of Effect: The player gains the ability to shoot behind them, effectively doubling fire rate, which synergizes with the "Pong" upgrade. An area of effect that makes 25% of enemies flee is also acquired.
20:07 - Late-Game Struggles & Defeat: Despite various defensive and offensive upgrades, the overwhelming number of enemies and the build's limitations (particularly attack speed reduction from a shiny upgrade) lead to constant evasion and a struggle to push back hordes. The player is eventually defeated at 40,000 bounty.
23:18 - Conclusion: The player reflects that while the "left-only" build had powerful moments, it was ultimately not viable for the long run, proving the game isn't "super easy."