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(+1)

Damn, thanks for the thorough review

When you press the stop button, the first reel will stop nearly instantly, the rest are up to RNGesus. So you're not exactly in control, but timing the first reel right can be a difference between blocking and hitting Spike with a Beetroot. I understand why this is not clear though, and a better tutorial tooltip is needed. Rusty Cog just lets you time all of them, which lets you pretty much select each turn by hand if you have the patience and enough eye drops.

I haven't "beaten" space invaders ever, that game is kinda unfinished as I'm on the fence about it.

The crash you got probably has something to do with the Perfume item since it appears to be activating, thanks for reporting that

As for the color balance:

It wasn't my intention to make mono colors the best, but they are the most consistent due to how matching works. However, going into one color should hold you back in some other areas, as the only color that has access to everything is Purple, but that has its own problems. My ideal outcome of balance would be that builds focusing on 2 colors, or 3 colors with strong duos, end up being the best. I'm also trying to add enemies, especially bosses, that counter specific weaknesses in builds. For example, if you have no Blue at all, King of Clubs will slap you down. If you have too much Red, Spike will out-retaliate your damage. If you have a meandering slow deck, Queen of Spades will end you. There's  a boss in chapter 2, DJ, that gains strong color-themed buffs that can only be removed by activating that color, meaning that a mono-colored deck will only be able to remove one of the five.

Admittedly, I probably haven't done enough to deal with Green. The only thing that comes close is Chieftain boss, as he purges Poison off when it goes above 10, and since Poison is just a single instance of damage per turn, a Shell will negate it. But he's a Chapter 1 boss so if you can get past that (or just happen to see Malfunction instead)  you're fine for the rest of the run. I should probably give the debuff purge action to a few more enemies.

I have not designed final bosses yet, so I might aim to counter mono-colored decks with them.

I am tempted to record a video where I go full munchkin with a green mono-color build, and upload it such that you can see it. And try to defeat every enemy I find. I have defeated the Chieftain a number of times with a green mono-color build - green can even get good direct damage, with for instance the heart symbol.

I tried it some more, and poison is useful in several cases. It is especially useful at the very start, since you have a large mixture of colors of symbols and only one dual color symbol, and dealing damage consistently can be difficult. But if you get off a bit of poison, time may be on your side, even if you never hit a damage dealing effect again. That can give you symbols and tokens to get rid of some of the colors, and even removing one, and especially two, can make a deck much more powerful.

I also found that a start with the Dart symbol is much easier than some other start, due to the somewhat reliable way of getting at least a bit of poison in with a dual-colored symbol.

https://mega.nz/file/F2kWWQIC#VxoBGZDpquI5GVBKOWLRAzWW5upoLPHN0bfM1DnvXC4