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The game's really fun, I finished it with all classes. I found a few bugs, though:

- Golden Heart - gives 5 gold instead of 10
- Guiding Flame - only lets you choose up to the amount of options you have (relevant when rerolling). May not be a bug.
- Mana Band - "start of the Stage" but recharges at the end
- Rare Candies - Getting too many glitches the reward selection; shows extra items, plus a 2nd skip
- Safe Start - Only works for 4 clicks
- Soul Cluster - Costs 0
- Temporal Hourglass - Increases timer speed

Some balance issues, misc. (subjective):

- The Tracker's skill is not that useful if you're used to not using flags as it mostly puts them in already obvious places
- Defender's Oath (uncommon) is much better than Shield (epic)
- Maybe an item that actually rewards patience/slow playstyle could be nice if there's supposed to be no rush (e.g. additional gold at full health)
    - Or perhaps making the level reward be either Fast sweep or Perfect game/Efficiency but not both
- Golden Hope - requires 10 empty hearts to equal Gold Pouch (same rarity)
- Maybe an item for decreasing reroll cost? Although that might make Gambler less unique.

For a moment, I thought prices would go negative. I guess not :P

Wow, thank you for the detailed report! I'll fix the bugs asap.

About some balancing points:

The Tracker's skill is not that useful if you're used to not using flags as it mostly puts them in already obvious places

I see how it can be counter-productive to have the ability to flag cells if you adopt a no-flag style (which is rewarded), I'll try to rethink it.

Maybe an item that actually rewards patience/slow playstyle could be nice if there's supposed to be no rush (e.g. additional gold at full health)

More items that synergies with different playstyles will surely come.

Or perhaps making the level reward be either Fast sweep or Perfect game/Efficiency but not both

So that rewards are predetermined for each level? I think in the way it is currently every playstyle is rewarded with each bonus; of course if you focus on efficiency you might not get "fast sweep", but it's not excluded either so that you can get rewarded for that too if you complete it fast enough. In a previous version missed rewards were not displayed, but I think it's better to have them for two reasons, first you get to know which rewards are present without having to get them, second you can know by how much you missed the speed and efficiency bonus.

Maybe an item for decreasing reroll cost? Although that might make Gambler less unique.

That's already in the works with the 4th class (Merchant) :) it'll probably start with that relic.

Thanks again for the feedbacks, it really helps the development of the game right now!

(+1)

Thanks for the reply and for the bugfixes, that was fast! Glad it helped ^^

So that rewards are predetermined for each level?

Oh, I re-read and I didn't phrase it too well. I meant that, while still having both options available, achieving both perhaps shouldn't reward you twice. But, then again, maybe rewarding a fast+perfect playstyle is preferable, and synergies might just address this issue. Besides, I never thought I'd get (somewhat) fast at minesweep, so that's a plus ^^

I'm looking forward to the updates and the new class!

PS: I could nitpick a little more, but I'm not sure how useful it'd be.