Hey all, thanks for continuing to play the game! I super appreciate all the constructive feedback and wild runs people have shown off. Just wanted to give a quick update that a Steam version is in progress - I'll make an actual proper announcement once things are a bit more decided, so expect more info fairly soon!
Moocowsgomoo
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Thanks for the great feedback, we definitely agree on general design philosophy.
It originally switched back to probes after disarming, and that led to players losing probes b/c they expected the disarm to stay equipped haha. I'll add this an option in the settings menu so everyone can choose their own preference.
Endless already tries to focus on one or two mine types per level (since full random selection would feel even more same-y), and letting that focus be a lot more extreme sometimes would be really cool. That said it's REALLY easy to overdo it, so you'll probably see some gradual progression towards that idea instead of any sweeping (lol) changes.
Yeah, the CPU is just... not smart lol. This was largely a test of a card game UI framework I've been developing, so definitely a few rough edges with game-specific things like the CPU.
With *that* being said, the framework has come a long way since then - I'd definitely like to make an updated version of this with a bunch more QoL and features at some point, since I think the core card game is pretty fun.
Ah, yeah it's supposed to reset *to* 3 uses each level, so you can never have more than 3 and any you don't use are wasted. Will think about how to make that clearer.
Current plan for flags is just to let you click a mine in the infocenter panel to change your flag icon to that mine, but I still have to actually implement that so we'll see how it ends up haha.
Still tuning the difficulty a bit, maybe 3-ultimine levels shouldn't appear quite so soon haha.
The exact logic is, after all mines are placed, EVERY empty space next to an ultimine becomes a mine. So no gaps, but edge-adjacent ultimines would only be surrounded by 3/5 mines.
Having different flag types is definitely a good idea!
HEADS UP: Your in-progress runs on the web build *may* be reset whenever the game is updated in the future. Working on a solution to this in future updates.
For most people this won't matter too much, but if you want to keep a single long run going over multiple days, you're better off using the downloadable version.
Thanks for the detailed feedback, it's great to hear that it scratches that specific itch haha. I definitely wasn't expecting this to resonate so much with people, and it's a big motivation boost to make more.
Good catch on the ultimine description - was planning to change it, but now I've seen a couple playthroughs where that tooltip avoids a *lot* of frustration from people getting there for the first time. Might just leave it as a "hey if you're paying attention here's some bonus info" kind of thing.
This was a really fun entry! Definitely gets chaotic super quickly lol. It's a rare top-down shooter where tapping the move keys to make small micro-adjustments doesn't work out; if moving is going to roll the dice anyway, you're better off sprinting to somewhere else entirely, which works really well here and adds to the frantic nature of it all.
The visual effects look great and music is awesome. The core gameplay loop is really solid, even if the effects feel a bit too up to chance at the moment (bullet speed + enemy speed whyyy). Agreed with the commenter below that letting the player choose between 2 or 3 buff/debuff pairs each upgrade would make things a lot more interesting. Either way, it was really fun!
Made it to level 14, going with as much offense as possible lol. It took a bit to figure out, but once I did everything worked really well. You did a good job of making most of the decisions not just "choose the higher number"; like exploring is a trade-off between moving far and landing on a beneficial space, and combat is a balance of using naturally high rolls vs. activating skills.