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)