are you going to add pebble to the turtle showcase in the game description?
empty_s0ul
Recent community posts
a cow spawns after 100 blocks of digging
max power is currently 13 i think (caelo+torch+verdant radiance+power vi+20 relic boost +enlightenment vi+lumen pickaxe)
max light level is 390 (same setup but diamond instead of lumen)
scoot maybe you could give us the drop rates of the different materials
obsidian takes 30 stamina, offset by your power amount
i think wood drops are based on cells dug
gruff love is a music disc obtained by using scoot while having gramps unlocked, it is in a chest
max depth is 433
ladders can't be placed at higher depths than any other ladders placed that run, and cannot be placed at depth one
coal is burned at approximately 20 seconds per coal, and wood at 8 seconds (all assumptions)
ores smelt individually at different speeds, so using coal vs wood doesn't speed it up.
slot machine is unlocked at 100 quartz saved up
furnace is unlocked when you reach mud
the tree is unlocked by a random drop of an acorn found in the ground
when overhealing, fern only receives half of what she would have normally received, but she gets a +50% healing from restore cells
gold pick has the lowest durability at 75, and diamond has the highest at 1200
most of all the recourses can be exchanged for a certain amount of quartz once you have 100 of them (pretty sure this only applies to raw materials, not smelted)
titanium is an expetion to the note above, as it is usually used the most
there are certain gems that can only spawn naturally (not counting chests) in certain zones ex. rubies only spawn in ice and granite (scoot could you tell us the other zone limitations of ores)
gramps increases the spawn rate of ores/gems by 30%
you can enter hard mode when you first start the game by skipping building the tanning rack
you can exit hardmode by clicking a cow ten times (but you can't go back)
yeah thats about all i know (i scoured around the comments section for most of these ideas, so some could be outdated scoot please correct me if im wrong about anything.)
wow really like the new achievement (kinda easy though)
I Really love the pebble specific achievements. maybe you could add more different character specific achievements.
ideas:
Scoot: Eternal legacy: reach water with gramps, then reach the water with scoot the next run (idk this feels a little too restore cell rng?)
gramps: collect a total number of x ores/gems
fern: overheal by 75 stamina (i actually did this before)
griddle: reach water using sanguine signet? (feels to similar to fashion statement idk)
mistral: reach water without using a drill or reach water while mining more than 866 cells (takes advantage of the sideways mining advantage of mistral)
caelo: reach 13 power (pretty sure this is the max power rn correct me if im wrong)
reeler: win the mini slot x times in a run
nix: gather a total of x shield stacks
and you already have pebble
smth happened with the plague elite, and now its my turn but there is no play button... the game wont recenter the chicken's cards, the 2 plague cards left on the board have lost their sprites (but the actual tile is still there) there is no way to continue
also, the save function doesn't work for me, every time I continue it just resets me at pond ruins, the only thing is that the map generation is the same

this is the best deckbuilder i've played in a while. I love the amazing and ingenious twist on the old classic.
my endless ramble that is my thoughts (u don't have to read this):
1) I think there would be a cool roguelite element if you added different starting characters.
ideas/examples:
when you first start, you are a basic duck who begins each run with 5 basic tiles
after you beat pond ruins, you unlock armor duck who begins each run with 2 shields and 3 basics
etc. etc.
if you want to preserve the roguelike element, then you don't have to, but i often find that with roguelikes like yours, it feels too luck-based to beat the game. if you added a character unlock system, it would be a easier and more interesting game as you can make fun combos with different starting decks
2) I think the second boss may be too overpowered, because if it makes a match with 3 unharmed shield tiles (which is 80 percent of its deck) it matches twice, once for the original match and again for the match of cracked shields after all the tiles in the match take 1 damage. you could change this by adding more diversity to his deck, instead of 4 shield + 1 heal
3) the trade offers are a bit much, because they often trade for a good tile, but at the cost of 2-3 pretty good tiles, which is not a worth it sacrifice.
4) maybe for the last area, add a huge possibility of routes with maybe a elite only route that faces you against elite after elite, for skilled or very lucky decks who want to go for high scores and high rewards. you could also add mini bosses and a final boss







yippee!!!