It won't take much effort to entice me. There are games that I have paid 10-15EUR and I have played them much less than this one. I believe that it has potential.
Regarding the greens here are some thoughts:
- It is ok for not all gems to be desirable from the start. Navigating around the green rarely poses a problem (for an experienced player).
- In later stages, when curse chests start appearing, green can be helpful to complete the stage while avoiding opening such chests (maybe a shopkeeper can offer the service to remove relics, Cavalry is one of those good until it becomes bad, kind of relics).
- Maybe not directly changing green gem, but adding more use cases where green can be useful would add extra depth.
Here are some ideas:
- Fragile tiles - tiles that can be used only once, and then they disappear from your deck
- Dangerous spots - makes tiles placed on them fragile. Similar to the sacrificial spots, but the placed tile remains in use for that level.
- Extra-dangerous spots - Walking on a tile placed on such spot will break the tile. An extra challenge combo-breaker that you need to plan how to finish the level without stepping on it too many times.
- "Wild beasts" that walk on empty spots - Similar to brutes, they damage you when you pass by, use your tiles to "pen" them so that you can continue playing undisturbed.
- Change scenery - after XX levels, the background changes and some gems have different effects(?)
These are the ideas that come to me when I think: "I have a gem that creates tiles and has map control, when can it be useful?". I am sure that you can think of others as well. I have been amazed by your creativity, and when you ask for my suggestions I feel very honored.