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dgmstuart

83
Posts
A member registered Sep 03, 2020

Recent community posts

Bug? frog applies spillover, but doesn't show the symbol/sticker on the cards that it gets applied to?

Spillover shows in the help text for those cards though.

Is it correct that numbers added by stickers are shown in yellow? They're not affected by buffs, so should they be in white instead?

The game is still pausing after swashbuckler dies prematurely to thorns: presumably still running through all of their remaining empty flurry actions in the background?

This is a known issue right? But maybe not expected to be fixed yet?

Speaking of interesting decisions:

I'm finding whenever I have Alchemist and Arbalist and a turn one victory isn't possible, I always want to play them together to get the extra coin.

Also Skip is almost always the best card choice and Sacrifice is by FAR the best shop choice most of the time. 

That thought (that buffing alchemist is often the best choice) had crossed my mind previously, though it's not 100% clear-cut: giving the buff to the Alchemist can effectively double it, but at the cost of taking up a slot (a major cost) and preventing use of "right ally"/"left ally" effects (a more minor, situational cost.

Prioritising interesting decision-making is definitely a good thing - I guess in this case it comes at a cost of making alchemist much less likely to make it into play in the late game, since the effect isn't worth the cost, but that's probably not a big deal.

I think my reaction was mainly that some numbers are yellow while others aren't, and it's not immediately clear why, but I guess that was already the case? - eg. on cards which had multiple numeric effects, only one of which was buffable. 

One approach might be to use words - eg. "one (power symbol)" instead of "1 (power symbol)" in the same way that some cards say "x2" (buffable) vs others saying "twice". But maybe that's just unnecessary fiddliness.

Bug? In this lineup when the card was drawn the Minotaur activated before the shark. Usually it seems like actions happen left to right? 

Lol no thanks

I think monk is maybe buggy? It just triggered 5 times for me - maybe once per card in hand? 

Is it deliberate that Alchemists can no longer have their power buffed? (the 1 isn't in yellow)

I like the sound of these changes!

Bug? I had two monks who were the last living allies. The second one didn't seem to do any damage on death?

Bug? Alchemist tried to apply the book to stones, which is not a valid target?


ALSO also: Swashbuckler continues to trigger flurry gain (from Crusader's applied effect) after the last enemy has died.

Also: Swashbuckler is generally weak to thorns, but the Bomber sticker fixes that!

Swashbuckler + Crusader is a fun combo. I'm also imagining the "Odd couple" buddy movie in which the "plays it by the book" Paladin teams up with the chaotic good pirate.

Bug?: last ally died to thorns. Mermaid dies and triggers, but gets "no target found" even though there are other living allies after it. 

Is it intended to apply to the ally in the last slot, or the last living ally?

Maybe related: I had a  Swashbuckler with 37 flurry, die after two attacks to thorns, then the game paused for like 5 seconds - presumably because it's somehow still evaluating the results of those remaining flurries?

Bug (maybe already known?): Swashbuckler's ability keeps triggering after death.

Sometimes it just ends and I don't understand why

Also ends on 17/16:

Round counter  breaks at double figures:

I feel ike at some point the stickers which change when effects happen only applied to card triggers, but now they apply to sticker triggers as well?

I guess this was a dumb combination of stickers to pick haha 

It's hard to describe, but I think I ended up with:

Dead beehive, then 4 dead bees then 4 living bees, then 4 more dead bees

Maybe it makes sense somehow based on the order of operations but I'm used to seeing all the dead allies to the left 

Maybe this is fiddly to do, but I wonder if a check for victory could happen earlier in the loop? Maybe after every enemy dies the game could check to see if it was the last enemy?

In this run with sheriff / flamingo / brawler, the sheriff had like 60 invoke, but had killed the last enemy with still a lot of invokes to go. 

Instead of ending when the last enemy died, the game continued going through all of the Sheriff's remaining invokes (none of which had any target left).

I notice similar pauses sometimes in gameplay - presumably something to do with evaluating actions of dead allies or enemies? 

This is kind of a nitpick - I'm sure there are bigger issues to fix/features to introduce, but it's something I've noticed a few times now.

I hate to say it but I think Flamingo is still OP - attacking is just something that happens very often.

This trio is VERY powerful:


And Flamingo + fury is also quite powerful

"Each Sticker can now be acquired once from the shop."

Is that true? I seem to have gotten several "showcard" stickers. Possible that I misremembered how I got them

I'm not 100% sure about this, but does spillover (from an enemy wizard) have a slighty odd interaction with Beehive?

I was initially confused about the Plating sticker - but I think I get it: Plate is completely separate from (and mutually exclusive from) Size, so the Plating sticker can only be applied to allies who already have Plate. 

Great work!

Bug: when drawn by a card effect, Flamingo triggers while in hand  when the enemy gets hit - doesn't seem to actually apply any buff but the sound and animation play.

Nice!

Nuts. Thanks for sharing

Bug: turn ended prematurely: the beehive was the last living ally, got hit (died), summoned two bees (which were then the last allies alive) and then the turn ended, without those bees getting a chance to attack 

(1 edit)

I like this combo but it should maybe be nerfed?


It effectively doubles all the flamingo's buffs:

When hitting an enemy for the first time, the brawler gets +1 buffed, and the sheriff stores up an invoke.

Then when the sheriff dies and goes out in a blaze of glory, every time it deals damage it creates another +1 buff on the brawler.

The fox isn't strictly necessary, but it increases the damage done by the sheriff.

I don't see the mechanism - how does it work?

An assassin's greatest weapon is... the humble duck:
(first turn dragon kill)

Gnome army deck - not very efficient, but apparently doesn't need to be!

The core combo is
- Gazebo (create a ton of gnomes)
- Nautilus (apply spikes to all those gnomes)
- Lumberjack (get super buff off all those spikes)



This Lumberjack has been working out:



This was a first turn win against the dragon and didn't even have the lumberjack - most of the damage was dealt from spikes:


Temple + Duck + Gazebo already having a bell on it when I got it = over 30 gnomes?

Suggestion: Invoke shouldn't be possible on cards which only apply spillover, since it has no effect? Applying spillover twice is always identical to applying it once?

(I got a frog with a bell sticker from the shop)

Yes it did