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(+3)

Just here to say I've been enjoying the game, but miss the hint card.  I like to use cards that reduce the rng when flipping cards, as they allow for some strategy when choosing a card to flip.  in the game's current version (0.1.19), I've found the only alternative to the old hint card is to spam the close call card 4 times, to help you play around the no-no's.  basement hint is just not worth it, close call is simply better in this state  (a single hint card alone isn't gauranteed to tell you where a no-no is, while close call you always know there's a no-no adjacent to it).  also, on that note, is it possible we can have the cards flipped by close call be highlighted with a colored border, so you can more easily keep track of what cards were flipped by it?  I actually tried to go back to an older version with the hint card because I really missed having some idea of where the no-no's could be, its less fun having no idea where enemy cards could be,  at that point it feels like a game of pure luck and less strategy.  I also agree with a previous review, the different doors/levels on tuesday and forward make it impossible to win sometimes, forcing you to spam placebo door to save for 99 cost doors, and also find the 9990 cost door nearly impossible, I've only found one way to hit that cost but its too much rng to get the card combo every day for that to happen, it can be frustrating when you know how to get to it, but canrt because you need specific gold cards to even hit it

(+1)(-1)

Hi, thanks for playing and taking the time to write up your thoughts! 
* I understand your frustration regarding the hints. The trickiest part of this design has been balancing the deduction side of the game with the push-your-luck side. I have a couple ideas I want to try, that I'm currently working on, to try to get the best of both worlds. I appreciate your patience while we work through this! 

* I have something like what you suggest on my to do list. The current plan is to include a "flipped by" section in the tooltip so you'd be able to see if a card was flipped by a close call, or a magnetic money etc. 

* The health door will be removed (it already is on my local version I'm working with). It was hard to tell what the locations would do to the game and it turned out that one with no money in it was not fun. Are there other locations that are troubling you or just that one?

* The increased exit cost will be reduced in the next update, I agree that it's way too expensive right now.

The health door itself isn't necessarily the problem, Its that it replaces the default 10mg door.  I think a good balance  to allow for the new doors/modes to stay in is to always have the default "10mg" and "1000mg" doors available, with a 3rd door that is rotating between the special modes, perhaps.  maybe have 2 extra doors rotating between the 10mg variants and the 1000mg variants?  that way you still keep the original balance of the game but allow focused builds to still have a chance to thrive in something like the "eyes" door, but that door wont always be available since it will still rotate between the other 1000mg door variants.  Having extra doors might make the game a little easier, but it would also still be more fun when it comes to making new runs, like an "eye-focused" build, and you could always introduce difficulties if the game gets too easy.