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(1 edit)

nice new map art in the last zone, the waitress’ animations looked good too

i glitched on the fight against the joker. i had the automon artifact but the tutorial popup that talks about your reels showed up for no reason, so the fight continued automatically in the background. i had a yellow/greed build and apparently the joker did too because he hit me several times with the greed effect after the battle started and i died instantly before i could see why

the above makes me realize you should probably let the player choose when to advance to the death stats screen if that isn’t something that happens already when the game doesn’t glitch

i beat one level of space invaders after all my attempts over the past demo days and only got a symbol, which i think is terrible. i can’t tell what the enemies are dropping, i had assumed it was something that would be given to you when you beat a level

i have pretty much the same thoughts on the balance as the last few DDs. maybe i’ve played the same way too much for too long and formed my own stuffy meta of the game, but some parts feel uninteresting and are probably in need of a rebalance:

  • i always avoid the waitress because enemies that add to your reels are too strong and she can really harm you no matter your build
  • i avoid the copycat unless i have a gold generating build that doesn’t let her hurt me
  • i always fight the high roller because it's an easy and low risk fight
  • i always build into one color for obvious reasons
  • i always take dissolves if they match the color of my build because they never have a disadvantage, counter the owner, take up virtually no space since they disappear after activating, and there are many synergies with dissolving

i also have some feedback left over from when i was playing the DD55 version that i didn’t get to test and confirm if there have been changes:

  • if you have negative chips (from pot of gold), pickpocket will steal your negative chips and reset you to 0
  • DJ adding crocus(? the purple/green plant that deals damage based on missing HP) and being able to activate it himself feels unfair because of his huge HP – he actually killed me like this in 1 or 2 turns as i was close to beating him
  • syringe could probably afford to be more specific about what it does, even if it just says “applies multiple negative status effects to the enemy"
(+1)

Thanks for playing and for the feedback!

That's a nasty bug with the joker, I must make it so the Automon doll doesn't trigger while there's a tutorial pop-up or settings/other overlays

I get a symbol from Invaders quite frequently, which I think is fine since you also get some money back. The other things dropped by the enemies are power-ups. You can get speed, faster fire rate or +1 health

I might need to add more things to the game that make multi-color builds viable, but I'm not quite sure how, without redesigning the color system entirely. Or I could just make monocolor builds more punishable 

Will fix the issues with DJ, Pickpocket and Syringe, thanks