Thanks for playing again!
Fights are indeed meant to get harder as they go on. I feel this is necessary due to an abundance of way to get meta-benefits like money or health during combat. You could in theory set up an infinite fight with Money Shield and some other items and symbols, so enemies need to scale in power
If timing the machine is a detriment, do you suggest to let it just automon it all the way? That turns the game into an autobattler completely and takes player agency down from 33% to 0%.
Or maybe that's appropriate in a gambling-themed game. At the very least, I'll add it as an option in the settings
I agree that not knowing enemies ahead of time makes them dangerous, but this feels unavoidable. I don't know what I can do besides expanding enemy descriptions, or tightening the map to force the player to learn the enemy patterns
Yes, I tried to widen the options for each color. Main motivation for this was the fact that blue was always necessary as the only damage-prevention color. Trying a build without blue would just cause you to rawdog all incoming damage. Green has its damage prevention on dissolving symbols now, so blue is still THE block color
I reversed sponge because when it was one-time use, each new symbol in the build was kind of locked in for good. With reusable sponge, I found myself pivoting into a different color more often, or getting symbols for a specific boss or enemy, knowing that I'll remove them later.
You shouldn't be able to get 2 discount items anymore. Or 2 of any item in fact - I've made them all unique after having some odd runs with triple vest or whatnot
Thanks for playing this game consistently on the demo days, it's been very helpful. Next version that will be available will probably be the Steam release. I'll send you a Steam code for the game when it comes out. Thanks for everything and see you next game!