Yeah this is known, unfortunately can't fix it at this point but it's for sure a valuable lesson!
I put the whole game state within globals, so whenever the player is defeated I have to manually reset these values. This must have been one that slipped through the cracks :D
Either way, glad you liked it, sorry about the difficulty curve!
flyingrollercoaster
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Thanks for your comment, so annoyed at myself for ignoring one of the playtesters feedback which were saying exactly what half the comments on the game are saying!
I reallllly wanted to add a tutorial to clarify the mechanics, but unfortunately the last 3-4 hours of dev time were spent fixing bugs D:
Thanks for your feedback! The game loop is pretty similar to balatro in a lot of ways. Such as the normal -> normal -> boss progression loop. With a shop inbetween each stage and no urgency when it comes to the fights. It was definetely a large inspiration for this project so it's okay if my game has less of an identity because of that. :)
I found that without the enemies moving when you add to the queue, the game became *way* too easy. But since people seemed to be struggling anyway I probably should have not added that.
Nice gameplay, gets really intense as the difficulty increases and the health pool drops ;D Only complaint is that it was hard to see the enemies as I can't see colours too well, adding a border around them or even just transitioning their position rather than snapping them to the next spot would fix that :)