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Thanks! I did a small update addressing most of these issues:

  • Swapping 47 and 53 is a neat idea (47 might be a fun boss!), but for now I just tweaked the final boss instead. (He now has two 87 (sticky+cycle) and always starts with a 67.)
  • Not immune: Oops! Fixed. (It was immune on-board, but not when played.)
  • I doubled the effects of 11*11 and 13*13, and improved 194. Thanks for the suggestion! (I didn't make 11*11 and 13*13 very strong.)
  • Immune to 47/89: Ah, that's a tricky one. For now, I've kept it as-is. (My logic for excluding them was that 47 and 89 only affect the card, while 37 affects the 7-stone itself (in a sense). Plus, I'm unsure how to make immunity to 47/89 feel right.   I might change it so that attempting to steal or discard a 7-stone simply turns it face-up and plays a sound effect.)
  • 89 unplayed / M unsuppressed: Hopefully fixed... I have total spaghetti code here, because two different stones share the same number.
  • 94: Discarding will now occur before burn, because automatic actions should always go first.
  • Concede bug: Fixed.

omgg you made stones higher than 100? daang gotta play that again sometimes

FYI, there is not much support for stones 101 - 200. They all have the same sprite, and they're hard to use since you're still capped at 100 Energy. They are unlocked by completing the mining levels M1 - M10. (Composites only. Primes above 100 don't have any effect.)

Completing M10 does give an additional reward, which you might want to use for some of the Ribbon challenges in the tournament (if you haven't done those already).

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alright, yea i dont think you need stones above 100 lol, your game was already really well tightly designed ( i still love how you used the concepts of primes and composites for mixing up powers together lol )

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89 unplayed / M unsuppressed: Hopefully fixed... I have total spaghetti code here, because two different stones share the same number.

It's totally broken please help it's not unplayable at all with X

Thanks! It's fixed now (apart from a visual bug with M-stone).

Deleted 45 days ago
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I think doubling the effect of 13*13 broke regular 13. It's starting to steal more energy than the opponent has...

Sorry about that! Fixed now. Turns out it was an order-of-operations issue!

if(  stoneNumber % DRAIN_FACTOR * DRAIN_FACTOR == 0   )
      { drainMultiplier = 2 }
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I don't see how this is related to these bugfixes, but enemies burning multiple tiles will burn only one.

Thanks so much for all the bug-finding! Fixed. 

(nerdy details: When improving 194, I added code to abort the tile-burning process early upon failure [i.e. tilesBurned == 0], but it turns out I never coded the AI to increment tilesBurned as it burns tiles. So it burned 1 tile and then said "welp, I burned 0 tiles, so I guess I'll give up now".)