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(+2)

> I really wish you could see what you bought at the end of a run because I wish I could verify what I did for that one - I was still learning the ropes.

That’s in the game now, and will be coming to the updated demo I’ll put out very soon. The fix was as simple as making sure the “view deck” button was still visible on the end screen.

> [there should be a healing item that heals you if you’ve lost]

I’ll probably make an item like that for the Medic (a character in the full game) since that seems like a good fit.

> [there should be a healing item for low universe runs]

“Miracle” heals (if I recall) five HP in the universe of your choosing, which IMO is generally more useful the fewer universes you have. It occurs to me that I could have the shop be more likely to stock items that it thinks are more useful to your current run, which might be necessary given how “bloated” the item selection has become.

> [wave collapse is kinda OP]

I intentionally made it VERY powerful and one of the best items in the game, because IMO it’s fun and ties in very nicely with the “themes” of the game systems.

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[there should be a healing item for low universe runs]

“Miracle” heals (if I recall) five HP in the universe of your choosing, which IMO is generally more useful the fewer universes you have. It occurs to me that I could have the shop be more likely to stock items that it thinks are more useful to your current run, which might be necessary given how “bloated” the item selection has become.

The thing about those single universe target items is they take up a whole deck slot. I feel like there a sweetspot that is “Once per floor, pay 4 energy for 20 healing divided evenly across all universes you have, rounded down.” So if you have a four universe run, it’s super nifty, but a waste of a card in many universe situations.


Agree with your logic on wave collapse. It helps with the fun.

And also agreed on adjusting the shop inventory to match your current situation!