Heart ring says: "When added, adds 5 max hp. When removed, adds 5 max hp" I expected this meant I could add it to my backpack at one reorganisation and remove it at the next for total +10 hp. Item text could make clearer that it doesn't work this way.
creditcrouch
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The game is good, but the clarity of explanation is really bad. I think a priority before releasing this would be finding someone to QA your game and give feedback on where explanations need improving.
It's quite unclear in the rewards which things will be added to hand and which will take effect immediately. It's often unclear exactly how spell cards work. Divine light gives no indication it will decrease your armour after use (does it halve your armour and round down the result; this seems to be its effect so far as I can tell) In general it's unclear whether an effect will round up or down. It also isn't clear that 'after each turn' means after turning over a card; I also expected it to take effect after attacking an enemy. Sometimes increasing max HP also increases current HP by the same amount, sometimes it doesn't and I can't tell what makes the difference between the two cases. Perhaps you could also let the player know in the tutorial there's a shop before every 5th level.
On an unrelated note, it would be nice to add the capability to re-order cards in your hand so the player can organise them instead of having them always ordered by time acquired.
I hope this criticism doesn't give the impression I dislike the game; it's really good, just massively held back by weak card text.
Frustrating bug: When playing cards that allow you to choose between gaining ore or scorium, you can only choose between gaining resources you have in your hand. Or if that is the intended functionality, it should say that on the card.
Also, Jerboa should make it clear it upgrades a random card in your hand; from reading the card I expected to choose, even though that would be OP. Likewise the word 'Place' in pet mole card text makes it sound like you get to choose the cards you draw. "Draw up to 3 resource cards from the draw pile" might be clearer.
Another point which is an improvement rather than a bugfix(let me know if there's a better place to submit bugfix and feature requests): it would be nice if the ending stats showed excess scorium on each level, since lower on the earlier levels but greater on level 10 seems the ideal aim.
These are minor issues with clarity of card text though, overall the game is fantastic!
Challenge mode: make it so that Miku will always travel directly from start to destination without passing through any other station in between.
(Not guaranteed to avoid deadlocks)

(Seed: 9218)
N.b.As far as I can tell, even if two routes from start to destination are exactly the same length, Miku's pathfinding will take her via the route with an extra station, so you must always make sure the station-free route is strictly shorter than the route with an extra station.
Would love to see what other challenges people have tried!