End of the game (first round)
dgmstuart
Recent community posts
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.
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.
Feedback on text:
I found some of the wording a little ambiguous - eg:
- there's something like "When receives [bomb]", which turns out to mean "when anything receives damage from [bomb] but I initially interpreted as "when anything receives an ability which increases its [bomb] count".
- the "on draw" trait I interpreted as "when this card is drawn" (by the ability of another card?), but actually means "when any card is drawn?
Zooming out: some of the traits refer to what happens when this card does something (on attack, on death), while others refer to what happens elsewhere in the game (on draw, on gain [coin]?). Maybe there's some way to make that distinction clearer?
Very enjoyable!
For an experienced player of deckbuilders (in particular Slay the spire) it's a little too easy to make very broken combos, and a little too easy to get my deck down to just one hand of cards so there's no randomness.
In particular a coin-based strategy is doubly broken because the coins gained through executing the strategy can also be used to thin out the deck and buy exactly the right cards to complete it.
StS deals with this partly with bosses and mini bosses which negate certain strategies, forcing you to build a more flexible deck. A mini boss who somehow punishes you for gaining coins would be interesting!
But given how new this game is, I shouldn't really expect it to be finely balanced! The results are great so far!
A couple of small bugs around easy mode:
1. If you have between 20 and 25 currency in easy mode, the game brings up the "DEFEAT" popup, even though you can afford a greenhouse, since it only costs 20
2. Once I have chosen easy once, the costs are still reduced in later levels, even though the dropdown says "normal" when selecting the level.
Also: any tips on getting to stage 2 on mountain? I've gotten that far a couple of times, but expanding just costs so much that it's really easy to get into a state where it's impossible to proceed.
I feel like if I make a couple of moves which aren't perfect then I get into a frustratingly impossible situation and have to start over, which I feel like isn't the intention of the developer: it feels a bit more like a puzzle game where there are a small number of correct solutions, but only being able to rewind one step means that restarting is the only option.
To expand on mountain costs like 475:
calcifier, wind turbine, excavator, pump, and then having at least 75 left to put down a new scrubber and greenhouse to scrape together some more money from the new location. It feels really hard to build up a pot that big.
Maybe I'm just missing something fundamental?




