Nice, thanks for the lengthy feedback! ❤️
Yeah, will surely fix the bugs and do some balancing after the jam is completely over. The queued swap tile getting destroyed softlock seems to be the most annoying and common issue right now but at least it is something that'll be easily fixed too. I guess you still encountered some other missing null check case when those long combos are going on still.
Oh dang, I guess the orange tiles don't spawn after all. When this first was mentioned, I just checked the initial layout but of course that isn't the whole story. It's indeed the new tile spawning where orange is missing. I'm pretty sure it was due to introduction of the trump color skill and refactoring the color picking code at that point. Otherwise I would probably have noticed it during dev testings. Nice catch! 👍
The skill is not named after Trump (I guess you noticed that it turns your character orange and gives you a yellow hair piece) but kinda the other way around. As I was thinking of a name for the skill, the Finnish term for trump (a power suit in many card games), "valtti" came to mind. I couldn't even remember the English word for it so I had to do a bit of searching. Well the results were that of course and I wasn't even sure if I wanted to use that term anymore at all. Didn't come up with anything better so I decided to keep it with the visual representation easter egg.
Yeah something is wrong with the enemy turns sometimes. It somehow gets stuck to "enemy turn" even though none of em is moving and obviously can cause some annoying deaths. This thing was noticed during the dev week too but wasn't a huge priority as it kinda solves itself out after all the enemies have moved again and there were a lot more important stuff to fix near the end of the jam. 😅
Yup, something needs to be done to inner demon. Sadly It's just too fun good. Damage cap instead of fully killing is at least something that must be done but I think even increasing the multi combo point might need a bit of a bump too. I could of course lock some too good skill pairs so that once you got one, other wouldn't be offered anymore but dunno if that would be going too far to playing the fun police. And I'm sure I'll be introducing more broken skills too, I still have a list of about 30 ones I didn't get to implement yet. 😆
Wildcard is too fun in a brain melting and accident inducing way to get rid of. I have some ideas how to make the infinite comboing stop. As one might notice, Tetris Attack (and such) is a big inspiration and it has these stone blocks that player needs to break with a connecting match. I did think of somehow introducing them (even some of those skills I had already todo listed mentioned them) and they'd be the perfect tool for blocking the infinite combos. Incrementally increasing the spawn rate of such instead of a normal tile the longer the combo is going on. This would also make the row/column clearers and other such AoE destroy skills more valuable.
Thanks again for the feedback! ❤️