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(+1)

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

(1 edit)

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)

(+1)

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.

(+1)

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