Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

My recent playthrough found some infinite combos from cards whose upgraded form draws other cards of the same suit. As long as you get two cards that can do that without raising your your gauges, you can go infinite. For best results those cards should be the only cards of that type in your deck. This is because you only need one of the cards in your hand and it will draw the other card, even from your discard pile. Then when you play the second card, it draws the one you just played from the discard pile... Bam, infinite combo.

If you can't limit things so that you only have the card drawing cards within a particular suit, as long as you have all of the non-infinite cards in your hand (don't play them!) and one of your draw cards, you can still go infinite.

Once you can go infinite, you need a way to actually do damage, as most of the cards that work this way do negative damage by default. Look for stuff like this:

  • There's some makeup or eyeliner that grants +3 damage to every card you play this turn.
  • There's a card that makes every card you play this turn do +1 damage. It's upgraded form also makes it +1 damage for the rest of the combat.
  • There are cards that boosts the damage of particular cards in your hand. What's not obvious is that this boost is remembered even if the card gets played and drawn back into your hand during that same round. If you can engineer things so that the boosted card is one of the cards of your combo, that might get you above negative.

As long as each loop deals more than 0 damage, you can win any encounter with your infinite combo. I did burn down an opponent that had 112 energy with a loop that would do -4 damage + 5 damage = 1 damage per loop.

Unfortunately, there is no mechanism for demonstrating the loop to the game and just saying you deal infinite damage... You have to play out every step of the loop and that can be very slow.

Additionally, each play of a card like this earns you attribute points in the card's category, so you can really rack up a lot of points this way. One round I had something like 1000 points to spend and purchased every remaining attribute upgrade in one go. 

Thanks for such deep feedback, we're going to use it with our team. Though I'm going to sleep already, so tomorrow will write you a better answer :D

Actually, that's why I love deckbuilders - because you want to find the ultimate combo and then disintegrate everything you see xD 
So, some things you mentioned were intentional. For example, it was very important that the boost effect (+ power to the card) only resets when the turn ends. Because I plan to add more mechanics related to the dump (graveyard), like drawing cards from the dump or similar mechanics. And it feels reasonable not to lose the bonuses you've stacked. So your combo can become even better.

What I didn't expect is the "draw a card of a specific theme" effect drawing cards from the dump. But I kinda like it anyway. Because to make this build actually shine you need way more than just 1 card. So why not?
For example, the build where you boost the first card in hand is also quite powerful. But it also requires quite a lot of cards for a perfect build. I used to deal more than 200 dmg in a single turn.
Another example, there is a shield combos, because some cards can convert shield into damage. Quite a safe and powerful build.

So I think I won't change it now. But it's good you found it. Because doing 1 dmg using 100 cards is surelly quite boring. Need to teach the game to detect the loop somehow. Maybe the condition should be "if player played a loop "draw a card - do damage" 10 times in a row - a pop-up "your opponent gave up" appears, and you can select to continue the battle or end it straight away. 

Or maybe such "cheat" builds should be boring, ahaha xD