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(+1)

I did notice and get the challenge ribbons <3 it made me paranoid if I could somehow play a deck full of unique primes and not-primes (lol)

as odd as it is I would have also been satisfied with a gallery at the very end of the game (unlocking at midgame might spoil the immune combo one?)! but also the endgame card "add to collection" made me think maybe it would allow you to more easily 'maindeck' a certain number or even gain an extra copy (totally not in the bounds of what it 'actually' does and it's fine) and it's just more narrow than it seems I suppose.

oh since this game got spread to people in my server M10 seemed like it was a bit of a pain - I managed to get it in a 'consistent' way that was pretty cool, but one that probably wouldn't work if the AI was a bit smarter, it would be cool to know if there was an intended strategy in mind for it

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M10 is very snowbally; the intended strategy is to keep the enemy locked-down as much as possible. And after I increased the max handsize to 7, the best possible Turn 1 got even stronger, allowing for several ways to win from there. You shouldn't need to rely on enemy AI.

[edit: To clarify, you can completely block the enemy on turn 1!]

 I'll see about maybe changing it to something less snowbally in the next update. I might replace half their deck with something Immune to get around the AI issue.

(+1)

hahaha I'm kind of satisfied by my own personal M10 solution, it's one that plays almost no cards the whole game and basically hand-dumps on the final turn. i felt that when trying to play normally on many turns the AI was seemingly killing its own stones even when it didn't have to. and yeah i blocked the enemy on T1 but often felt I could not find a way to fully block on later turns, though I clearly gave up on it a bit too quick lol