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(1 edit) (+2)

Balancing: much better

Brutal: I often got (literally) within *1 point* and died :D, until I used Wrenches.

Wrenches: OP

Everything-not-wrenches: (that you can reliably 'choose'; so e.g. getting enough nmineshafts is great, but it requires a lot of luck to get enough): not good enough, no strategies really work; they *can* work but see below (basically: it becomes random luck more than strategy - one bad deal and you die)

Balancing still needed:

 - more items in the shop (because you still can't choose your strat - escalating shop costs are just not good for balancing) ...

 - ... and more cards (so that the previous item doesnt let players 100% choose their own strategy; your core game-design is 'prevent players choosing a strategy, force them to react to the random roll')

 - reduce the cost of deletion: I lose SO MANY brutal rounds because I get 1 unlucky deal in the last level or penultimate level (this is a sign that there are too many cards in my deck, and I'm at the mercy of random deals, and that that is overshadowing my choice of purchases)

(+1)

forgot victory shot:

No offense but i think you need to think about your deck construction more if you can only win with wrenches they are really not that op compared to other top teir strats wrenches are good dont get me wrong but action combo strats just as good imo. Something that might help you if you have a ton of tools in your deck it is probably a good idea to take a few gems in the lategame for good resources and drawing 

I literally did not say that. I have won multiple times on brutal without wrenches. But it requires a lot more luck - luck that the shop will give you the cards you need (with very little tolerance, most attempts fail because shop just never gives you enough) and luck that the large deck in midgame wont screw you with a bad deal that ends the game early.

Wrenches do not have this problem.

e.g. won like this multple times - after wrenches, axes still dominate the game due to balancing issues (better to be able to shoot through the deck fast, since the game doesnt let you keep cards in hand and decide when to play them. This is the core balancing problem: player has very little control, so things that make up for the lack of control win much more often)

Card draw will always be strong in deck building games, especially in games like this where you stack all your upgrades on individual cards. Drawing your key cards more often is just makes sense. Axe isnt your only drawing option, mineshaft is a strong card (10-10 for 1 and refunds the energy and draws if in a action combo) and builds together quite well with minecarts (3-3 draw 2 cards cost 1 refunds itself if used in a action combo) compass plays well with these cards situationally it can be better then axe. Axe is by no means a bad card in fact it is quite strong but it also needs your deck to be strong to be good, in the first store i would take pickaxe, mineshaft even mybestfriend (the 15ore actioncard) and screwdriver before i would take axe

(+2)

thank you for the feedback! and glad to hear you are liking the update as well!


wrenches are definitely OP right now and will be getting adjusted in the next patch


sorry to hear you are frustrated with dynamite prices - it's a very delicate balancing act, so i through trial and error and playtesting i am figuring out the right values


the next update will focus on "deck fixing" and ways to manipulate your deck in completely new ways that don't exist in the game right now, which should hopefully place more control and agency in the players hands, and hopefully will make you feel like you have more agency as a player!