Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

dgmstuart

49
Posts
A member registered Sep 03, 2020

Recent community posts

(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

Minor bug - this card (Sword) got anchored low down instead of snapping to the row like the others. Didn't get a great screenshot of it, but it stayed there.


Not 100% sure but I think I just got a victory screen after not actually having won? I couldn't see the turn marker, but I think I ran out the 4 turns without winning.

Come at me bro

(Actually not 100% sure how it got so much health. Two hummingbirds and a priest)

Great job!

(1 edit)

This also somehow temporarily supercharged the speed after restarting the game - it's now like 10x faster than the regular fast mode. 
Though that seemingly only lasted one battle.

The screen also gets progressively darker with bigger and bigger numbers:

Haha, managed to properly break the game:

The failure state is Monk dealing damage to spikes gets in an infinite loop because spikes counts as being "hit"

Everything died beforehand because of the rollover damage from the wizard.

It's dealing 0 damage I guess because my hand gets discarded _before_ the battle starts, so monk is only useful for cards drawn _during_ a turn?

Sage doesn't buff Minotaur? I guess the concept of "draw effects" is fuzzy?

I definitely find my self holding onto the explorer for longer, making it free with the upgrade and buffing it with other cards.

Temple also becomes a good pick: I often steer well clear of structures because taking up a slot with no attack action is such a penalty. 

Hard to imagine myself wanting to take piranha, unless I'm going for an "on death" strategy.

Sun stickers become more of an appealing pick for sure. 

Bug? Inn sometimes says "no target found" but other times applies the buff. Is it maybe picking a random ally which can't receive the buff?

Bug? A spikes deck sometimes ends up having no attacks, but would win the battle if the enemy attacked into it. Instead the turn ends up getting skipped.

Temple + Gazebo = GNOME ARMY

Finally beat the game with a Spikes deck, albeit a very sub-optimal one. Was hoping for a Nautilus (? on hit give all allies +1 spikes), but it never came up:

OOH! The variability in the upgrade menu is INTERESTING. Not sure how I feel about only _ever_ being able to add one extra slot, but let's see how it goes.  

Nice fixes!   

I'd like to play this more, but the font of the text on the cards strains my eyes and ends up being a dealbreaker.

On the other hand, thorns are a good hard nerf to over-reliance on fury - this run used the "female pirate who gets fury every time there's an 'on-death' effect" card, which is powerful if it can survive a round of deaths, but is nerfed by thorns.

I think that's a good thing in some way because it breaks the strategy of "sacrifice down to 7 cards and draw the same hand every game" and maybe encourages more diversity in card choices?

Dragon with spikes is Brutal.

Fun synergy with hikers + anchor + catapault Led to finishing the battle in the "when played phase" - I guess not strictly a bug that it only ended after I pressed "start battle":

Bug?: overkill damage is dealt to dead enemies? This becomes relevant when bombs kill enemies out of order. 

Bug? Captain with "start of battle" sticker gives Raider  extra invokes, but Raider still only attacks twice.

(1 edit)

Some kind of bug with Trilithon whereby the enemy just doesn't attack and effectively the whole round is skipped?I'm trying to make a thorns deck, thinking that it's neutral if the enemy attacks first since I want them to take thorns damage.

Still not sure how Gazebo is supposed to work. I expected two gnomes here...

Still enjoyable, but still a bit too easy: I don't think I've ever lost a game, and after the first couple of battles my deck is regularly winning on the first hand, often in the first round. 

I think you can afford to be more punishing with enemy effects, and much less generous with stickered cards, shops, cost of sacrifices, duplicate etc. 

This strategy is pretty straightforward to execute:
- Start out picking extra slots (having one more ally is usually very impactful)
- Spend money like 40% on building a strategy which massively overpowers one card, and 60% on sacrificing all cards which don't contribute to that strategy (Gnomes, then usually farmer, then scouts)
- Skip unless you're offered a card which significantly contributes to your strategy
- Get the deck down to 5-7 cards and play the same winning hand every battle 

Great work on the new patch.

Unfortunately assassin is still buggy: rather than counting empty slots (red circles) it seems to be doing:

Number of possible slots - Number of allies played

...which is not taking into account free cards, and can even result in negative health being applied like here: 

The assassin starts with 2 health, and gets
(slots - allies) x2 = (4 - 5) x2 = -2 health applied.

End of the game (first round)

Just after the first attack:

Coin combos OP
This is my entire deck. It's a little too easy to scrap all cards except the exact ones you need for the combo.

Crazy bomb synergies 

Bug?
Inn effect continues to trigger after the Inn is destroyed.

Bug with the Book sticker?

The text suggests that the +1 power gets applied to the card itself (brawler), but here it seems to have been applied to the ally to the left (Sherif - which incidentally has a typo? Should be Sheriff?)

Awesome!

Sorry for the comment spam, but I maybe found another bug/misinterpretation? 

Gazebo and Assassin:
The wording is "get +2 for each [empty circle].
To me that implies that summoned cards don't count. 

Gazebo fills the field full of gnomes, but leaves empty circles, so I'd still expect to get my assassins powered up by those empty circles, but actually they get +0.

How summons are supposed to interact with the empty/filled circles is unclear to me. 

Why doesn't the Alchemist boost the Assassin's power?  

Not sure if this is a bug, or just not how I expected it to work: "summon a card from your hand" (not sure i remember the exact words) I expected that to result in the card being played  from my hand, but it seems instead to create a copy of the card? So it would be possible to play two copies of it? I haven't tried that.