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(1 edit)

I have published new release, with changes based on this discussion.

Pawn’s Move

I used “cards played < 5, upgradeable” condition instead, which on the one hand is even harsher than Persists 5 since it requires playing Pawn’s Move before other cards, but OTOH resets every turn, thus making it more “stable” when hand manipulation is needed frequently.

Rally with three upgrades … pray+heartiness

I removed fatigue improvement from Rally upgrade, and also changed Rune of Heartiness to “Fatigue -1”, BUT upgradeable. This hopefully works towards the goal that player must “earn” OP build, by spending more efforts and resources.

Ribcage Armor … Draining Touch

Duh. I internally debated a lot whether to include vampirism in Ribcage Armor anti-healing effect, and just forgot about that decision. For now, I opted for simply nerfing defence value, which maybe makes it a bit less interesting but also increases the risk.

Vampirism itself is rarely a threat. Maybe Garlic could inflict some stun or a fumble effect

I gave minor buff to most vampiric enemies (they now all have Max HP a bit higher than initial one, so can heal on the first attack). I also added minor buff to Garlic (vampiric enemies strength -1) which is not as powerful as stun, but still decent when fighting multiple/multiplying vampires.

Diamond Ring … Censor History

Besides updated Patience (which turned out to be very good, maybe even too good), I added an item with similar “protect if <=1 cards played” effect and a quest for Censor History. Hopefully these changes together give enough boost to Diamond Ring

I also feel that most of “too strong to be interesting” infinite builds are currently centered around Persist effect (as opposed to infinite draw / fetch or infinite defence and multiple turns), so I added new ascension which penalizes such builds.