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Thanks a lot for the feedback!

By the way, I just uploaded a version that adds infinite mode, so in Balatro fashion OP builds can brag about how far they went!

About the balance, yeah, some tuning down is definetively needed - charge being in sets multiples of 1 full second.

Once mechanic that I want to add is "for every x, y happens". So for example, "for every 5 hastes, reduce the colldown by 1%", or  "for every 100 heal, a unit gains 10 power", "for every 100 damage, 2 poison (as like 'bleeding')". That would be similar to the overheal and "haste when alread hasted" mechanics that the bazaar has, but in a more generic way that also applies to any effect.

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I did also encounter a bug. I think it was the regen unit that gains temporary +5 either per poison or per haste trigger. I forget. Anyways, it still counts as having its in combat values out of combat. It looks like it has like 30 regen or whatever. But when you use the "spread power on row" effect. It spreads whatever value it ended combat with.  Didn't have that happen with the other in combat self buffers when I tried it on them, only that one. Sometimes on upgrade units will also lose any spread power they had and just replace it with the base value of the upgraded version. I think it was the poison core where I had that happen. I used the power bug to transfer about 200 power to the poison core. Then upgraded it and it went down to like 8x power.

Edit: Made it to 44 wins in Infinite, it's pretty RNG. Shadow Assassin is a guaranteed loss, basically. It just oneshots you no matter what, unless you run a no healing setup, I guess.

Edit2: Solved the Shadow Assassin issue with some silly 2m+ shield shenanigans. But then the Shield(Enemy) x Poison over 10s becomes the lose con instead. It's impossible to solve for both, basically. If you get enough shield to live Shadow Assassin, you die to the other one and vice versa. At least with heal core (which is what I had). I'll try with some other core and go regen+shield only and see which enemy 100% oneshots me with 0 counter play then. I'm pretty sure there's a poison on enemy regen as well? Guess we'll see.

Edit3: Yup, Void Spectre. So all 3 of the "counter" units are completely broken OP and automatically one-tap you in Infinite mode, literally no way to build to counter all at once. So it's just RNG on how long it takes you to face 3-4 of those late game. Wave 62 is the longest I've been lucky enough to hit so far.

Whoa! I'm really impressed by how far you went! 2m shield?? how that does even work lol I don't want to recreate a Balatro situation where you have a good build going, and then you face The Plant (no face cards), so maybe those enemy reaction units should be adjusted or removed. They are few, because the idea was indeed nudging the player to focus more on their own board than the enemy's. One way that I tried to balance things to direct the player to have 2 or 3 types is having heal/regen as buffer supporters (like in a mmo dungeon with 1 tank, 1 heal and 3 dps).

Yesterday, I addressed a bug that confused the "triggering unit" with the "reacting unit" (it would make the growth crystal go into insane numbers). I need to check if power distribution is taking bonus power into consideration. I also added a status table after each match. (just uploaded)

I can add a new card named after you, it's the least I can do! You can even suggest what it is going to do, here's where the current units are defined https://github.com/lfarroco/mana-game/blob/main/phaser/public/assets/data/collec...

This weekend, I intend to add an initial crystal selection screen, and keep stats of previous runs and best run per crystal.

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I think the core issue with the reaction isn't the effect itself. It's more an imbalance between your health (which has no natural growth) and their base numbers, that do. Towards the end of the run enemies have 10k+ poison per application. And I'm applying shield as often as the internal cooldown of charge will allow, same with regen usually. So I technically have the regen/heal/whatever to keep up with the DPS of those poison applications just fine. It's just that a single tick instantly kills me from full health. Since even with taking +100 health every single upgrade after you get 1s CD on your core. You still only have about 4.5k hp at that point, and it doesn't take a lot of triggers before each tick of poison deals more than that. Enemies also have HP in the millions at that point. So as strong as my attacks are, it still takes a couple seconds to chew through that.

Another option is to make regen and poison work the way I seem to recall it working in The Bazaar. Where if you have say 1100 poison and 1000 regen. It just makes you have 100 poison effectively. So unless you out-poison the regen, you can never kill with poison. That would make this solve-able as long as you have enough regen scaling. But it might also make it so you literally cannot lose.

Edit: Made it to 65, but died to the poison on shield counter again. I tried to purposefully remove my shielder from my charge loop to make it go slower, and only upgraded the CD to where it would go before shadow assassin. But eventually that was still enough to make the counter one-shot me before I could eat through the 1.5-2m worth of hp they have.