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Alright, here's my video for the game. It's surprisingly easy to just get that one turn that goes on forever. I'm beginning to wonder if the bonus moves you get for matching 4 or more is what's actually holding the game back... Those spell charges are definitely going to be needed if this game gets developed further.

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Just wanted to let you know that I've made my own custom ruleset for this game, and it looks like it's working out so far. Matches are longer, but that's fine with me because at least now players can't automatically win by having one incredible turn. I'll share the rule changes I've been using:

⦁ Before ending your turn, you must use up ALL of your moves.
⦁ You can't purchase spells from the shop until you have at least 10 gold. When you do have at least 10 gold, you must spend gold on spells in the shop until you can't spend any more before matching any more gems. (This means buying spells your apprentices can't use if there is no other way to spend your gold, but spells can still be used at this time.) 
⦁ If your health is at 5 or lower, you can purchase spells from the shop at any time as long you have at least 5 gold. When you choose to spend your gold, you must still spend your gold until you can't spend any more before matching any more gems.
⦁ You can only use each spell in your spellpool once, and can only scroll down to the next 3 spells in your spellpool after using the previous 3 spells. (Any spells in your spellpool your apprentices can't use are considered used.)