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