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(+1)

I played it a lot, because I did not play it last DD. I did not record it, but I wrote things down and took many screenshots. I realized I got way too many important screenshots so I named them, organized them and zipped them. You can find them here https://mega.nz/file/uIskRIAR#IuiFpGtY0YZz6z9585pfQIco-JeRhFvOtrPixRc-pms

Let me know if mega does not work for you and we can figure things out. Anyway, here's a list of things I wrote down while playtesting:

  • The game seems even more random now. There is less player involvement and control which is not something I like.

  • It’s really hard to come up with builds when your starting symbols are random, and you also do not know what boss you are going to face.

  • On first level, I found the broken machine to be much harder to deal with than the ghost.

  • Turning off the extra tooltips stopped my game from lagging whenever tooltips appear. I remember us talking about how the lag was due to me playing the game with Wine on Linux, but it is odd that turning those detailed tooltips off fixes it.

  • I still think shops should have some healing.

  • Shops > Items > Symbols > Dropping Minigame > Pinball > Space Invaders

  • I did not fight many enemies that were new to me, because whenever I got to level 2 and 3 I was very picky with my fights. Maybe just for testing purposes you could give testers ability to start on later levels with some gear.

  • Headache did not seem to work with Rainbow.

  • Nothing is capped! There should be a cap on Midas and Shell, and possibly introduce some “Sudden Death” after x number of turns.

    For the whole fight please refer to the PLEASE CAP folder

  • Sucker Punch should have minimum 1 dmg.

  • I have never beaten the space invaders minigame (even with Joystick item)

  • I played pinball once, and I at least got some tokens out of it.

  • Unlocking system is nice. I would like to see requirements for Unlocks not just from the title screen (especially when there is no good way to get there). I would also like to b able to see a full list of items and symbols in the game.

  • The most OP symbols in my opinion are Straws, Midas Touch, Empty Wallet. (See my multiple victory sreenshots in Victories folder)

    just one out of 5 victories I got

  • The coolest symbol is Angry Meal.

  • Sometimes map generation really wants me to backtrack a lot. I wish there were less obstacle tiles connecting vertically that essentially split the map in half.

My Unlocks at the end

You can see the whole progression in the Unlocks folder.

Good feedback, I agree with it. Other cool combinations are the Bar item with the Eagle symbol, or the Brand New Suit with the symbols that give extra turns.

In my opinion, the game primarily needs to get people into playing it, since it is great fun once you do get into it.

(+1)

Yes, the BAR and the Cin that gives more tokens whenever you get tokes are instant buys for me

Also I am ashamed to say that I have all implemented unlocks, unlocked.

(+1)

Good job. I've beaten the Owner 5 times, and still have some missing, but I doubt I would get them without doing specific runs just to unlock them.

I only had a few unlocks that I had not unlocked after playing for a very, very long while before starting to try to unlock those specifically. The Spades symbol (unlocked by having enough blue symbols in your deck) and the item making mini-games easier (play enough mini-games) were some of the unlocks that I had to do specific runs for. I also had to do a specific run to get the 100 maximum health unlock, I got it by grinding the bouncers with a deck that included the Apple symbol, life steal, and money gain, a green-yellow deck (I have a screenshot of the deck in the posts below). I do not remember what other unlocks I had to do specific runs just to unlock them.

Thanks for playing and for taking so much time to give feedback, great stuff! I'll respond to things point by point

How does the game feel more random? I'm pretty sure 2 DDs ago the 1 reel system was already there. Is it other stuff that feels random?

Starting symbols are a DD afterthought, there will be a better selection system for them in the future, probably locked behind an unlock

Yeah, Malfunction is probably a bit too much at the moment

I will look at the extra tooltips script to see if anything is stinky there, but it's a Wine exclusive problem so it's odd

Not sure if healing in shops is needed, that's the only thing Plinko and Space Invaders have that the shop doesn't. If anything, maybe Plinko should offer health more consistently

I agree with your ordering of things on the minimap. Symbol sheet should probably be cheaper. Space Invaders is still a rough WIP, I don't know if it's staying

I might leave debug functions available for next Demo Day to let people test things freely, it's not great that you felt the need to avoid enemies later

Headache not working with Rainbow is an oversight on my part. Headache (and Photo for that matter) are actually White, while Rainbow has 5 normal colors. I'll add White to Rainbow

I won't cap Money Shield or Shell or anything else if I can help it. The problem here is that some enemies have no scaling at all. Now that I think of it, the Bodyguard item + no ways to attack is a softlock against Blue Crookey. I'll review all enemies and ensure they have some scaling

Sucker Punch not being able to finish enemies is on purpose, probably won't change it

Space Invaders is not really beatable, I kinda just take what I can and leave it at that. Bad game design though. Again, this minigame is very WIP and kind of on the edge of a trash can

Did you not enjoy Pinball mechanically, or find it too slow, not worth the effort?

Unlock screen will be available during the game eventually, full list of symbols and items too. Currently it's just glued together for DD

I also had some cases of map generation going too vertical with the obstacles, forcing me into Bouncers. I might leave obstacles out of the topmost row to ensure it connects there always (though enemies and especially bosses will still block the path sometimes)

I will lower the requirements for Hearts/Diamonds/Spades/Clubs symbols to 6 of the same color, 8 is a bit unreasonable. Might lower total symbol unlock from 15 to 10 as well, since you didn't unlock it and no one ever wants that many symbols

How does the game feel more random?

Random Boss, random starting symbols, less opportunities to get symbols (no symbol reward after normal fights).

there will be a better selection system for them

that's good.

I won't cap Money Shield or Shell or anything else if I can help it.

maybe add some sudden death, or remove all buffs every x turns or something like that.

Did you not enjoy Pinball mechanically, or find it too slow, not worth the effort?

It's not that I don't enjoy pinball. It's that it can easily be a net negative to play it.

I am happy you listen to feedback, and thanks or replying