Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

MetaMetaPuzzle

201
Posts
10
Followers
3
Following
A member registered Jan 05, 2023 · View creator page →

Creator of

Recent community posts

The egg cards have two purposes: they can increase their slot value for cards that don't rely on their own slot, and if you upgrade them they will "hatch" into strong cards.


Also please fix this bug:


Honk at the cat in the bottom right roundabout

Does the credit garden have a name?

In Pylon-33 one of the gate indicators started blinking and made me unable to move

The winning deck seems to be a glitch where the winning deck displays Deck A, regardless of which deck slot was used.

Steve has "spawn protection", and won't die before you make your first move after spawning in a room or on a flag. When he spawns on a zero flag, he won't die because of spawn protection. When you move, the step counter is decreased by 1, and is not equal to 0, so steve won't die

"Oh I can finish a run without picking up the blue ability" -me, clueless

I don't see how this is related to these bugfixes, but enemies burning multiple tiles will burn only one.

"Nullstone" is actually mentioned in-game (by Mr. Mineralis, if you prepare to play one.) I felt like this post needed another sentence, so I added this one.

I think doubling the effect of 13*13 broke regular 13. It's starting to steal more energy than the opponent has...

89 unplayed / M unsuppressed: Hopefully fixed... I have total spaghetti code here, because two different stones share the same number.

It's totally broken please help it's not unplayable at all with X

(3 edits)

Some observations/suggestions:

  • Maybe swap the effects of 47 and 53? In the endgame, being able to play 47 twice is very powerful, and a deck built out of 47 and 13 will easily beat the final boss.
  • The fhccerffrq ahyyfgbar says "Immune", but doesn't really seem to have that effect.
  • Since the effect of 7 doesn't stack, 49 has an additional special effect. However, 11*11 and 13*13 don't seem to have any additional effects.
  • 7 is immune to 37-infect, but not 47-discard or 89-steal.
  • If fhccerffrq ahyyfgbar is stolen by 89 or copied by M-stone, it becomes unplayable again.
  • 194 (2*97) doesn't have a similar effect to 34.
  • 94 incorrectly states the order of its actions.
  • This is a great game :)

Edit: I also found a bug: If you win (or tie) a match and then press "Concede", it counts as both a win *and* a loss? I tied and pressed Concede and in my stats it said I had abandoned -1 games

Edit #2: I used 13 and X-stone on the final boss to obtain 323-stone, placed it on the board.. and apparently it doesn't work (17*19).

Two of the ribbons require your deck to be composed entirely of primes. In this case, you can't use 77 but can use 79.

You can always add more mechanisms to allow these things. The "door" will end up becoming large and impractical after adding a few of these, so I see your point.

Here's an example of what I mean, using the I Wanna Lockpick Editor:

The 14(!) added doors incorporate positive real Master Keys into the design of the Exact Door.

(Also, it's still possible to make simple special Pure Doors, since they are immune to most effects.)

Actually, most of these that don't involve new key and door types are possible to make by filling a one-way passage with doors and keys (Refresh Key, Exact Door, Starry/Forceful/Weak objects, Colorless doors, possibly more that I didn't read and possibly Partial Blast Doors as well.)

It would definitely be nice to see these implemented though.

I think what happened here is that the player has 29 energy. Playing the X card at 29 while keeping it in your hand makes your remaining energy 0.

The bouncer had one of his 10s of Nothings replaced with Clubs. Also, it's not that hard to only allow decks built with cards in the collection.

If someone presses [R] for some reason then you can undo (including undoing the [R] function) using [Z].

The Settings now contain a Glitch Intensity modifier. By default it's at 3, if you want the original effect set it to 1.

1 of Nothings -1 = Blank Card, good job dev

(Alucard has a Scratch for a reason)

Probably a deck crammed with 13s and one memory card would work better here, since 13s cripple the deck (13 is a terrible score) but don't shut it down completely (memory card is worth 8.)

The function of Ctrl+Q was changed, it now moves you to the previous level

Where did the original Covemout game go? I can't find it anymore

So I completed level 5 in stage 2, and this happenedNow my screen is frozen and I can't move

The meager scale of this is intended (see the devlog for version 0.7)

You can take letters from the text "Jimi can not read" in the starting room by taking advantage of the text bouncing

(9 edits)

Possible bugs:


If the boss summons an ally and then is defeated, then the game will continue taking boss actions. If another enemy is summoned into the boss's location and defeated, the game will crash to the console and provide an error message about comparing nil to a number in function "enemyturn".

Summoned enemies in bossfight do not disappear after defeat.

After I defeated the boss, an extra boss turn was played before the "Victory!" prompt.

If SoulLeech is used on an enemy with different max HP and then you levelup at the end of the battle, then the new value will remain your max HP value.

A spell with a cooldown of 0 turns (+2 with Ice and -2 with Flame) is not unlocked immediately.

Boss's actions cannot backfire or fizzle.

I have finally satisfied all the actor's unhinged needs and won (after breaking way too many exquisite Italian items.) Thank you for the hint (as well as the one below about farnxl uvatrf)!

This is not a bug, it is merely a consequence of the text of the pi and half cards.

The resetting to 3 or 0 is an on-play effect, while increasing is an on-stand effect. If you lock the card, then the on-play effect doesn't activate, so the card stops resetting.

almost done but can't figure out how to get ophelia and clovis satisfied at once can I have a hint ?

Or rather, the hermit cards ;)

Synthesizers are definitely weird. I made one and connected it to an organics lab (which didn't work.) Then I connected it to an organics-requiring planet. The synthesizer showed it was producing organics, but it was supplying them to the lab instead of the planet.

it's true that the 0.5 and pi cards increase their value on stand but the ace's effect is "while in play, value is 11 unless bust limit exceeded, then value changes to 1" so the value not resetting to 11 seems like a bug to me

negative health on ID cards is supported now, after damage dealt the enemy has -169/45 health

(1 edit)

Haha Chipotle Pepper has a nice interaction with The Victim card (and now Carduus Acanthoides and Trap Card as well with the new update)

(1 edit)

I said "move to owner's discard pile" as a way to circumvent locked cards without complicated phrasing, because the text is long enough already. This would also use the interaction where locked cards that are moved somewhere other than the play pile remain locked.

If the ribbons were worth 2 instead of 3, then to create a blackjack with 3 ribbons each one could gain 5 value and then reset later. (In addition to being the value of the cards, 5 is also the value of the Akatan / Aotan combo.) I was actually thinking the different types of ribbons could have different functions. Poetry Ribbon could be another all-suits-at-once card, while Blue Ribbon could be spades or nothings and have an additional blackjack effect.

(3 edits)

Rain Man (0):

On Play: Choose to add a Poetry Ribbon or a Blue Ribbon to your draw, play, and discard piles, then burn this card.


Ribbon (7):

On Play: If you have two ribbons of the same type already in play, move all other cards in play to owner's discard pile. You and opponent are each forced to stand, and your bust limit is set to 21.

Possible bug: If the value of a locked ace is increased by The Victim card, it won't reset to 1 or 11 until the next time your bust limit is exceeded

Wait how could it go infinite in the first place?