I think decreasing the amount of starting items was a good idea because you only really need enough power to defeat a couple of dice before you have a build in the making. Also, I noticed more chests this time around which is pretty good for run variety.
This time around I defeated the boss far more easily than last time. I think stacking blue remains the most powerful strategy. Stacking red or green are both inferior to red/blue or green/blue too.
It's sorta like in MTG where the consistency boost of running a single color is so great that cards that require multiple colors must be absolutely broken to compete, only it's the opposite here and when there's a lot of RNG the goal of the game is usually to decrease it. Hence why I think most players will try to build red/blue to capitalize on that single hybrid symbol you start with.
Yellow remains absolute garbage and will get you killed against the boss. Totally worth it to pay 50 to get rid of the single yellow symbol you start with. I found other options from the store to be too expensive most of the time and leftover chips are useful against the boss anyways since you can pay 15 on a blue/yellow match to decrease his power.
Besides that the only bug I encountered was that the cursor would freak out when hovered outside of the playable area, but that only happened in my 2K monitor so that might be hardware specific.
Red/Blue is indeed the most consistent at the moment, but there will be meta unlocks that will change the plums to some other dual-color symbol randomly so it won't be the same every run.
I got Yellow to work many times when I got an early (deal 10% of your chips as damage) or (deal damage equal to the amount of your yellows/2) but otherwise yeah, it's probably not good enough. Leprechaun might get degraded from boss to elite in the future to prevent yellow runs from getting ended by him unavoidably
I keep playing and I still don't understand what I'm doing but I have fun with the minigames. I've yet to score a single winning run but I feel this game has sovl potential that not a lot of other games have.
good as always. i won with a bunch of different color builds
i liked the changes to big coin stacks
unsure how i feel about the changes to the starting build. i hate lemon and didn't really like the retaliate or red bone, but i almost get the sense that something is missing when you start with such a plain build
150 chips feels too cheap to buy artifacts(? idk what they're called)
mouse support is appreciated! it’s nice that it works even with the extra turn token
chip gain isn’t as polished as the rest of the events that activate. for example, bitcoin will pop up with how much it’s value has changed, but it’s not clear at a glance how many chips you gained from chip gain events. it's not a big deal, though
(a bug i noticed in the old build but wasn’t find the amulet to test yet) the less cost effective money shield amulet (i forgot the name) applies instead even when money shield status is active
tutorials were good and non-intrusive
a fun bug i’ll miss when you fix it – if you reset the game while selecting an icon on the overworld you get to NG+ with that option
you used to be able to crash the game by resetting in the title screen, but you probably noticed that because you can’t reset there anymore
i hesitate to offer design suggestions about where you should go with this in the future cause you probably have a better idea of what you're doing than my theorycrafting
Thanks for playing and for the feedback! Design suggestions are always welcome even if I don't implement them - they offer food for thought anyway, and might lead to other discoveries so feel free to post your theorycrafting if you want to
Starting build will be adjusted by meta upgrades in the full game - it will start like this just for the players to get familiar with the basic symbols, then they'll be able to get a more randomized start (for better or worse)
Good point on the chip gain, I myself usually get lost on how much money I actually got from a turn. I might do a thing where the chips counter has a lingering (+X) for a few seconds to show most recent gains
okay here's one, but like i said there might be something i'm missing design-wise: i feel like bribe needs a change since making the enemy permanently weaker at the cost of my money isn't that powerful of a thing to add to a build when any build that could take it would have better offensive or defensive options. it also clogs up your reels in the leprechaun fight if you don't come into the fight with enough money or beat him quick enough. i was thinking it could dissolve even if it fails to activate
also here are some bugs:
might be me not paying attention/not understanding, but i notice the green hazard symbol icon that doubles poison often says "failed" but doubles my poison anyway
i had 2 bloody chip icons (so, 6 total), activated them all, and used them to get 3 consecutive turns in a row on my first turn with 3 more to go. at this point, the reels stopped like normal but didn't move on to the 'attacking phase' (or maybe the attacking phase completed and it didn't move on to the 'extra turn' phase? i don't recall 100%) and i was softlocked
i fought the bouncers for a while using a build that was all dissolves + the yellow extortia toe. if my dissolves happened before the extortia icons filled my reels it would create blank icons and adding extortia icons in a later turn seemed inconsistent as to when the blank icons would be removed (e.g., with 3 blanks i add more icons, but i still see those 3 blanks), but maybe i’m wrong.
anyway, after a few fights like that all of a sudden while spinning whatever icon was in the bottom right icon failed to draw and the game crashed with this error message when the reels stopped (see pic)
I purposefully picked Bribe quite a few times and found it helpful, especially against the Leprechaun. I'll leave it alone for now, the game is far from done and it might be more useful against more aggressive enemies in further chapters
Thanks for reporting the bugs too. I didn't test the blanks and extra turns thoroughly, I admit.
i got a softlock from using the automon artifact and also manually pressing stop with the mouse (i think its likely i did this last time too, so that may be the cause of my previous softlock instead of it being related to extra turns). i forgot i had the automon and pressed the button, then it made the sound of two reels stopping at exactly the same time and softlocked me here:
also, the options menu's hitbox is misaligned from its sprite
Damn, this is some serious progress. Well done man. The game is getting really good. Absolutely love the new intro. Visually, everything looks better and more crisp too. Most importantly, the play experience is really smooth. It no longer feels crushingly difficult or tedious at all. In fact, it's starting to feel quite fun! I tried to go nuts on aggressive symbols, and just shred people. Then Spike got me good. I will go back with more defense next time I face him. That sort of thing is a lot of fun, experimenting and seeing what works. It feels great when I get a giant web of red symbols though and just shred an enemy like they're nothing.
Keep doing what you're doing.
Oh yeah, one small suggestion. You have hover tooltips on lots of things which are great. They might be nice on the actual reels too though. Because sometimes when my reels stop, I can't quite remember what each symbol does. Being able to hover over it and see a tooltip would be nice.
Thanks for playing! Your feedback over the last few Demo Days was hugely helpful.
Hovering over tooltips on the slot machine itself used to be a thing, but got removed since the actions execute automatically all the time. The tooltip might go away before you're done reading. However, even that is probably better than not having them at all so I'll probably re-add this feature.
Ah yeah, I hadn't thought about that. Perhaps the tooltip could only disappear once you move your mouse? Might lead to some strange behavior, but just throwing an idea out there :)
Love the pachinko minigame, played a few times before getting to the end. A blue/red builds seem much better than green/other colors since you start with the red/blue token, also removing things from the reel is really cheap it seems easy to be able to always get 4-6 matches after removing other colors, maybe that's intentional though since its really fun to get a lot of matches and the rng doesn't feel bad since you have a lot of control over your colors.
Indeed, blue/red is probably the easiest in the demo. I will likely have meta unlocks later that will randomize the starting reel to some degree and sometimes offer a different dual-colored symbol at the start.
Comments
Another DD, another folder full of videos from me
https://mega.nz/folder/WQ91HBxL#X4-j8Mj7H30Ai3aevWFEmA
Great intro
Thanks for playing, always very useful to see gameplay videos with live reactions and stuff
Once again, I have tried One Armed Bandit.
I think decreasing the amount of starting items was a good idea because you only really need enough power to defeat a couple of dice before you have a build in the making. Also, I noticed more chests this time around which is pretty good for run variety.
This time around I defeated the boss far more easily than last time. I think stacking blue remains the most powerful strategy. Stacking red or green are both inferior to red/blue or green/blue too.
It's sorta like in MTG where the consistency boost of running a single color is so great that cards that require multiple colors must be absolutely broken to compete, only it's the opposite here and when there's a lot of RNG the goal of the game is usually to decrease it. Hence why I think most players will try to build red/blue to capitalize on that single hybrid symbol you start with.
Yellow remains absolute garbage and will get you killed against the boss. Totally worth it to pay 50 to get rid of the single yellow symbol you start with. I found other options from the store to be too expensive most of the time and leftover chips are useful against the boss anyways since you can pay 15 on a blue/yellow match to decrease his power.
Besides that the only bug I encountered was that the cursor would freak out when hovered outside of the playable area, but that only happened in my 2K monitor so that might be hardware specific.
Thanks for playing!
Red/Blue is indeed the most consistent at the moment, but there will be meta unlocks that will change the plums to some other dual-color symbol randomly so it won't be the same every run.
I got Yellow to work many times when I got an early (deal 10% of your chips as damage) or (deal damage equal to the amount of your yellows/2) but otherwise yeah, it's probably not good enough. Leprechaun might get degraded from boss to elite in the future to prevent yellow runs from getting ended by him unavoidably
I keep playing and I still don't understand what I'm doing but I have fun with the minigames. I've yet to score a single winning run but I feel this game has sovl potential that not a lot of other games have.
Looking forward for next release!
Thanks for playing, glad you had a good time!
good as always. i won with a bunch of different color builds
i hesitate to offer design suggestions about where you should go with this in the future cause you probably have a better idea of what you're doing than my theorycrafting
Thanks for playing and for the feedback! Design suggestions are always welcome even if I don't implement them - they offer food for thought anyway, and might lead to other discoveries so feel free to post your theorycrafting if you want to
Starting build will be adjusted by meta upgrades in the full game - it will start like this just for the players to get familiar with the basic symbols, then they'll be able to get a more randomized start (for better or worse)
Good point on the chip gain, I myself usually get lost on how much money I actually got from a turn. I might do a thing where the chips counter has a lingering (+X) for a few seconds to show most recent gains
Thanks for reporting bugs too, I'll fix them
okay here's one, but like i said there might be something i'm missing design-wise: i feel like bribe needs a change since making the enemy permanently weaker at the cost of my money isn't that powerful of a thing to add to a build when any build that could take it would have better offensive or defensive options. it also clogs up your reels in the leprechaun fight if you don't come into the fight with enough money or beat him quick enough. i was thinking it could dissolve even if it fails to activate
also here are some bugs:
I purposefully picked Bribe quite a few times and found it helpful, especially against the Leprechaun. I'll leave it alone for now, the game is far from done and it might be more useful against more aggressive enemies in further chapters
Thanks for reporting the bugs too. I didn't test the blanks and extra turns thoroughly, I admit.
i got a softlock from using the automon artifact and also manually pressing stop with the mouse (i think its likely i did this last time too, so that may be the cause of my previous softlock instead of it being related to extra turns). i forgot i had the automon and pressed the button, then it made the sound of two reels stopping at exactly the same time and softlocked me here:
also, the options menu's hitbox is misaligned from its sprite
Damn, this is some serious progress. Well done man. The game is getting really good. Absolutely love the new intro. Visually, everything looks better and more crisp too. Most importantly, the play experience is really smooth. It no longer feels crushingly difficult or tedious at all. In fact, it's starting to feel quite fun! I tried to go nuts on aggressive symbols, and just shred people. Then Spike got me good. I will go back with more defense next time I face him. That sort of thing is a lot of fun, experimenting and seeing what works. It feels great when I get a giant web of red symbols though and just shred an enemy like they're nothing.
Keep doing what you're doing.
Oh yeah, one small suggestion. You have hover tooltips on lots of things which are great. They might be nice on the actual reels too though. Because sometimes when my reels stop, I can't quite remember what each symbol does. Being able to hover over it and see a tooltip would be nice.
Thanks for playing! Your feedback over the last few Demo Days was hugely helpful.
Hovering over tooltips on the slot machine itself used to be a thing, but got removed since the actions execute automatically all the time. The tooltip might go away before you're done reading. However, even that is probably better than not having them at all so I'll probably re-add this feature.
Ah yeah, I hadn't thought about that. Perhaps the tooltip could only disappear once you move your mouse? Might lead to some strange behavior, but just throwing an idea out there :)
Love the pachinko minigame, played a few times before getting to the end. A blue/red builds seem much better than green/other colors since you start with the red/blue token, also removing things from the reel is really cheap it seems easy to be able to always get 4-6 matches after removing other colors, maybe that's intentional though since its really fun to get a lot of matches and the rng doesn't feel bad since you have a lot of control over your colors.
Indeed, blue/red is probably the easiest in the demo. I will likely have meta unlocks later that will randomize the starting reel to some degree and sometimes offer a different dual-colored symbol at the start.
Thanks for playing!
Just wanted to tell you that I am playing your game and loving it, it reminds me a lot of dicey dungeons, but this has a lot more flare.
That's great to hear! Thanks for playing
Fucking loved that intro, and your main character is best girl material.