A small balancing suggestion: although number of packs assigned is generally a good proxy for balance, sometimes certain combos slip through that really don't need any support and just win the game themselves. For example, metallic entity and sage of alchemy (which are in the same pack, which makes sense) let you play a 16/16 reliably on turn 6 that negates and powers-up from ongoing counter effects (silence, freeze, aimed). This is too powerful, but the balance system will insist that lightning is drastically underpowered even as you cruise through all opposition with your two-card combo. Some method to detect overly efficient combos (at least when used by the director) and reward them for banning them or punish them for leaving them unbannedwould be good in the full version, if it is possible. I get that it might not be possible because detecting when that is occuring might be too hard ^^;
xyncht
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Beat it without attacking any enemies other than the boss. Platforming and the combat versus the boss were fun. Boss took a couple tries because I had to unlearn adjusting for knockback from Hollow Knight et al. Boss was quite well designed. I would say the level layout could use some work; it was always a bit obvious where I should go next and that felt a bit against the spirit of a metroidvania. Also the ledge grab felt a bit inconsistent at times but I think it's probably just some detail of the mechanics I am missing. Art redesigns after getting powerups were very good. Would have liked the enemies to get upgrades after each powerup, rather than (it seemed) one upgrade each.
idk if it's because I forgot to turn the difficulty back up to max after grinding for $, but at least on normal the endless mode rent increase amount seems to be quite easily outpaced by the +10%/dog upgrade. Seems like I about double my income every level, but rent barely seems to quadruple per loop, which means I'm still paying thousands on day 51 but I've got over 1 trillion in the bank, which makes making more money feel kinda silly.
Beat it on brutal. The seeming lack of bats and fish make it somewhat more difficult to get mine shafts going, but the new update does still seem to permit action-focused runs via e.g. the creature and helmets/minecarts. The new resource cards are a huge improvement, imho, and the art is more professional, though some of the charm of the aesthetic of the older version has been lost. It seems an upgrade overall, which is pretty rare for updates to games nowadays. Well done.
If you open ship upgrades during combat (for example because you picked the interceptor thinking it would be fast but it actually takes like 15 seconds between hits and so you are hoping to read upgrade descriptions to pass the time) it softlocks the game by resetting the battle to the map screen but not letting you do anything.
Fun game, pretty simple but that's okay. Put three fire rate buffs and a damage buff next to a heavy cannon, and it pretty much ate up everything at that point. The exponential income system is interesting but it's going to be hard to balance; I didn't have any trouble but if I did having invested slightly more resources earlier into mining would have been the right decision. As it was I stopped mining around wave 11 or so since there isn't really too much to spend the enormous income I had on besides making the tower pretty.
After killing the necromancer, I could find no way to open the door to progress. I suspected the boss was supposed to spawn a chest at the center of the room and couldn't because the tile was occupied by a dead skeleton, so I used a wormhole potion to go home and try again, but the second time nothing spawned even though the room was empty so there was no way to progress. Maybe it's the end of the current build? I'm not sure.