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(+1)

Heyo really fun game, did about 5 rounds.

First round died fast as I figured things out, wasnt too hard but game opened up when I realized the board will always have the same things on it as long as you have less than 25 items total. 

Second round I got to round 14 iirc, buy lots of stuff and my board became a mess.

Third round I realized that fire crackers and bombs were basically completely dead space and started only grabbing ores early to help me afford better bombs. Fire Crackers and Bombs being deadspace definitely started to hurt and I tried to beat round 20, as I found the biggest factor in runs was Shop RNG.

Forth round Decided to record incase I hit round 20 (I did not, forgive the shit audio)

Round 5 I was going very greedy always buying maps and pickaxes (imo the above round was killed by not getting any pickaxes/maps, I was convinced that it was capped honestly) then I hit a game breaking bug! if you run out of hits on a empty board and have 0 spins you are locked. Basically I got greedy saved a extra hit for my last spin and then got a lucky board clear. Since I had no spins but had a hit left I was soft locked, rip run (was a bad one anyways)

Really great game, going for high round runs is alot of fun, but shop RNG makes it alot harder considering you eventually only want nukes, diamonds (or emeralds if you must), pickaxes, and maps. Buying anything else is wasted. There was a really fun aspect of "I am now on round 14, I need to hope I have saved enough to break through to higher rounds now that I am basically guarenteed to be going negatives every round" which I enjoyed.

Really engaging game, great work! I have minimal feedback other then having a shop reroll would be nice for the late game to make runs more consistent.

(+1)

Thanks for taking the time to record, it was really fun to watch and hear your thoughts, although it did make me feel a bit bad about a couple of design decisions :| The maps and pickaxes are indeed capped for a maximum of 6 hits/spins, the thinking was that I didn't want runs to drag on too to the point where it stops being fun but that may have been a mistake. The scaling is essentially Fibonacci so it would likely outrun you quickly enough regardless. Round 18 is the best I've managed too, could've balanced things a bit better with more play testing but that's the nature of jams.

I considered adding a reroll to the shop, probably should have but I thought it might make thing too easy and repetitive between runs.

The soft lock is one that occurred to me on one of my early play tests but then something else needed fixed and it was completely forgotten!

If you've any inclination to go back for another run my only suggestion would be to be a bit more trigger happy on buying gems, once you get past 25 items in your inventory each spin will pull a random mix so you can potentially start to crowd out the bad early game stuff!

(+1)

That nature of jams, theres gonna be questionable design decisions for sure lol. Game was alot of fun, and honestly capping the Maps/Axes is a good call otherwise the late game would be 100% fishing for those so makes sense!