Its a bad plan... and the game doesn't warn you about it... but at the same time, by the time Jasper is an option, you already know what Jasper does... and hence I kind of like the whole "This is a dumb plan. You have the information to know it is a dumb plan. Will you still do it"
nineGardens
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Interesting game, clever mechanics.
Does kind of feel like once you build a powerful enough engine (Jasper+ Poision) then you just sort of... "go infinite", and burn through the entire deck in one turn. Which... doesn't quiet seem like a good thing.
Or... maybe that's just my experieince? But yeah, for the later battles it did very much feel like "Go infinite or go home"
After many attempts.... and maybe just a touch of save scumming...
Nightmare peasant victory.
God damn that was hard.
"Indifference" carried me to victory (Very good vs dreadknights. Very good with "Control undead", very good at forming "straight flushes").
The combos needed to weave through this cardmaze were delightful.
Thank you thank you thank you.
God DAMN that was difficult.
Final battle involved defeating Two 6s and a 5 using a single sellsword and a 2 of blades.
Exited the game with Zero health and zero mana remaining.
Cool concept, fun game.
One request I might ask is that once you hit an End condition for a board, the game should make a noise, or grey out the board, or do SOMETHING to indicate that you have finished the level.
Currently it just freezes.
Also, possibly worth having separate messages for the end of one mission and the begining of the next?
I have been trying for the 5 turn win for months using pretty much the strat you describe here. (Got 5 turns on the previous version of the game... but Summoners were Tier2 then)
Was amazed to see someone get it.... and then saw you had twiddled the market probabilities. (Still very cool, but also is a bit of cheating)
Congrats. Great reasearch and investigation.
Okay, nope, I've come back and checked it out:
Did my best to crash the game only using rats, summoners and funny bones (no skulls)
Turns out, for this set up even if my rats get shot and the row overflows, the game can handle it.
So... whatever error is going on, it appears to ONLY apply to Skulls with Funnybones on them.
Not sure why that is, but hope it helps.
EDIT: (That, or there's something special about dude's being shot in row one as opposed to row three... but this seems less likely to be the cause.)
It's the case of Skulls AND funnybones item stacked on top.
Probably you would get similar problems with Summoners or rats with Funnybones (I can try to test this if needed) - something about the row being full, and both the unit AND the item trying to summon at the same time seems cause the crash (cuts directly to black screen)EDIT: I've done the experiment (see below). Looks like its only skulls for some reason.
It's pretty hard!
I've got to the stage of "kind of Consistent 7/8", but getting below 7 is *really* hard.
Generally speaking:
You want to do 4 or 5 damage on turn one (2 skelletons, 2 skulls is best opening). and 8 or 9 damage on turn 2, 11-12 castle damage turn 3.
Skulls and bones are the way. (Two skulls and one bone is three purchases and gives 5 damage to castle). Teir 3 Summon book also pretty critical if you are trying to do a rush.
The other critical thing: If you are trying to race, Life is a resource. A resource to be spent. When in full rush mode, I often end up leaving an entire row empty in round 5 or 6, meaning I take 5 or 7 damage that round... but pushing through 20 damage in exchange. By the time I START the king fight I'm often on only 1 or 2 hp. So long as the king dies before I do, its a win.
... With that said, leaning heavily on the "rush only" strategy can be less fun (you just ignore a whole bunch of fun and cool units because they are not part of the "max damage every round" game plan.
So, comments so far:
Oh god oh god, the Cpu requirements on this one as the fire grows.
Holy cow.
The SOUND starts lagging.
Surely there is a better way.
Also: The Host can use items at the end of their turn... but apparently I can't? (The "turn arrows" vanish when I pick up an item, so I have to store it, and then try to use it next turn. Very frustrating if Host is holding a crowbar)
Okay, so I gotta ask, how much of this is riffing on the classic Arcade game "Joust"
https://en.wikipedia.org/wiki/Joust_(video_game)
Cause like... it certainly feels that way (bird mounts, jousting, wrapping domain, etc), and I am totally digging it.
Okay, having had more time to think, and you asking about deck types that are different but have depth:
I think you could get really far with a bunch of dudes who "Eat mana", in the sense of "When you target me with a spell, I get +1/+1" "When you target me with a spell, I create a minion" "When you target me with a spell I get a free attack" and the like.
Then, replace the various curse/summon/protection spells with ONLY spells which target your dudes. Maybe a healing spell? MAybe a "+1/+1 bonus" spell, maybe a teleport spell that swaps two of your units... or maybe a "Manaflare" spell which doesn't target anyone, but activates ALL "mana eater" abilities (or... activates an entire row at any rate).
It makes it a little less "Auto", but I think the monster-spell back and forth could work in a cool and interesting way much like the Bard/summoner back and forth.
Maybe even have a monster who refreshes a spellbock on death (If in row one, is book one, if in row three is book three).
The other thing I can image is having monsters that get boosted from deaths in their row. In a like "On kill enemy, get +1/+1" (Great vs sneaks), Or "If an enemy dies in this row, deal one damage to the backmost enemy"
And... in terms of other ideas:
Traps.
Like, things that you put in your backmost column, and then, if an enemy reaches them, SOMETHING happens (Maybe 5 damage to the first enemy to reach them? Maybe 1 damage to the whole row if an enemy reaches them? Maybe summon charms first ally to meet them, who knows)