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(1 edit)

80 for a choice of random symbols and 160 for a choice of random artifact feels good, to the point where i feel like buying a random symbol isn't a bad option anymore

i like how engineer smoothly transitions into his death animation

high roller’s chip effects are cool                                   

the new effect when gaining an extra turn looks good

only having one symbol removal per shop is interesting and probably a good change because i realize how much i relied on it to be able to control my build

  • but it also limits builds in a way that is ultimately uninteresting, now i will optimally never expand much further away than where i will end up at the point when i have used all my symbol removals
  • it would be nice if previously visited shops would tell you if you’ve used your removal already

the malfunction boss is still unfun to play against, i would even say its OP

  • unless you beat it in the first 1/2 turns every fight ends up the same way: mostly spinning symbols that kill you while the boss adds even more symbols to ruin your spins and deals 5x3 damage, or however much
  • it can avoid the bad yellow symbol it adds just by virtue of not having money and doesn’t pick up nearly as many bad symbols as the player does
  • it seems completely antithetical to the design of a game where, for the most part, the only control you have are the symbols you add to your reels

waitress also feels antithetical with how much she controls your reels

tourist is a strange enemy to appear early in the first zone because he cripples your run if he manages to add even one symbol, especially now that symbol removal is limited. the optimal move becomes to just restart the game

  • likewise, pickpocket is a strange enemy for the second zone because he makes virtually no difference at that point

enemies in the final zone (except maybe the final boss and the gangster miniboss) fall flat against a red build. they all seem to give you time for a red build to kill them/lose when hit multiple times, but seem to punish other playstyles

i’ve encountered completely unfun map designs, stuff like a corridor in the first zone that ends in a dead end and by the time i get there my way back is blocked by bouncers

i feel like i’ve seen instances where poison ivy attacks for 1 when it says it will deal 0

life insurance’s icon flickers in brightness

lollipop seemingly doesn’t activate when an enemy deals 0 base damage (as in, 0 without being lowered by player defense) to you, it seems to work when they deal less than or equal to -1 damage though

i’m convinced there’s a bug where lollipop + (whatever artifact that poisons the enemy instead of healing you) will sometimes poison you when lollipop activates on the enemy’s turn

i’m sure i’ll play more and maybe have more thoughts

(+1)

Thanks for the detailed feedback!

Sponge being one-time use is very experimental, I'll let it be like that for a while, maybe I'll lower the price

I'll tune down Malfunction, I experienced some struggles against it as well

Might switch Pickpocket and Tourist around in chapter order, and nerf/buff them accordingly

I'll think about switching some enemies around between chapters if you're saying Red is too good in chapter 3. Maybe Spike belongs there

I'll look into the bugs with all the items mentioned

(1 edit)

this is a softlock. chaos activates mirror, which activates chaos, which activates mirror...

(+1)

There was an issue with copycat's rng always selecting the same things. Fixed now I think

the process completely froze when i tried to buy an icon from one of those bundles on the world map and i had to end the task to close it. i couldn't get a picture because after minimizing and reopening the window a couple times it cleared the screen and just drew black, but, as i recall, nothing visibly weird seems to have happened (maybe? i feel like it might have been that i was still moving as i clicked it) and no particles had spawned yet.

i almost wouldn't mention it because i have a relatively weak PC, but it might be of some use to you. on that note, i have consistent stuttering a few times after starting the game and when walking around the map before going back to normal. it was minor in the previous versions but got slightly worse in OAB DD55

I have some idea as to why it froze, probably something to do with RNG again. Certainly not a hardware issue, this game could run on a calculator

Not sure about stuttering issues either, I would understand if it lagged while generating the map, but afterwards it should be doing nothing at all. No one else reported this so I don't know what can I do. Though one guy plays through Vine on Linux and had performance issues with Extra Tooltips enabled only, so maybe that's a clue