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(+1)

great game, love your general set up and theres a lot good going on. the music is fantastic, awesome choice i love it.


my only real complaint or critique, would be that the game feels extremely limiting, like when you know what you're supposed to be doing the games not HARD but it honestly feels like 80%+ of the card pool are either useless or actively detrimental to your ability to win.

if that was how it was on brutal sure, i wouldn't have a problem that's how it's supposed to work, but no that's how it is regardless of difficulty. even on relaxed you really can't fuck around if you want to get far/win. you have a bit of room but god forbid you pick up anything that isn't a cantrip, i got to the point where i honestly think prospect isn't worth it. the game is fun and interesting and worth it but boy does it need to be loosened up a bit.

my suggestion? increase the number of stops, so that you can allow the player a bit more leeway, on lower difficulties give the player more rounds and/or more energy to work with. make it so relaxed becomes hard to lose, and brutal really tests the limits of a players ability. and consider adding in a sort of infinite mode so you can see how far you can go with a deck.

one of my favorite things to find in games like this is broken strategies that let you push the game past what anyone thought plausable. i think that is here but i think some of the cards should probably be ballanced out a bit more because again as is, most of the cards just arn't really playable.

GL and TYVM for sharing this, its a great game with lots of potential that absolutly scratches that itch. 

What was your strat on that run to get such high scorium card? Minecart to repeatedly get the lens and upgrade a lot of times in one round?

I'm not Capri but my biggest resource was a 167.

He's going Lens almost every turn + lots of Prospect along the way too.
You can see he ended the run with over 200 ore remaining, so probably a lot of that upgrading came during the final stage as well.

He has 6 cards that don't draw cards, so occasionally the minecart will be on the bottom and he doesn't get to play his whole deck.
But usually he'll have the option to play the whole thing each turn.
So once he finishes the final stage score he has the option to go "draw whole deck, play Ore, Prospect Scorium" to run up the numbers for the screenshot.
Maybe he will reply but I would guess something like 15 or 18 of the buff points came from the final stage, and probably 12 in the stage before.
Once you get the deck very streamlined you can strongly accelerate the size of the resources because you can buff your best one (and play it if needed) every turn.

If you look at my gem and cube posts i use a combo that you get axe or in theory compass you draw your big card then prospect your big card then play it with trowel (0 cost tool play a resource) alternatively energy generation to play your big resource works too, lenses also are very helpful for it too but i didnt get offered them in my shops 

"It honestly feels like 80%+ of the card pool are either useless or actively detrimental to your ability to win."
I had the same initial impression but gradually more of the card pool opened up to me.

My picks for "Trash tier"
either Quartz
Ore that costs energy / wants lots of buffs
  (Quartz Ore is my pick for single worst card)
Treasure Map
Wrench

Semi-Trash
Upgraders not named Prospect/Lens
Axolotl, Pet Rock

Everything else I think is fine (or at least interesting to make work & feels good when you get there)

I think you'll find a wider range of cards than you realized are good for Prospect grinding (especially +Energy, buff targets & enablers), and many of the others can be built into viable decks that are not mostly about Prospect grinding.