I had a lot of fun with this one, thank you for the epic submission!
Suggestions:
- the fact that after dropping the blocks there are already tools set that you have to first re-roll is a bit confusing; in each round I kept thinking what I could place where only to realize right, first I have to re-roll; those were just split-second thoughts and decisions, and I got used to it over time but did lead to confusion; I don’t have any idea how to solve this though, it works exactly like a slot machine would, only the tools drop out of the machine so it’s not easy,
- the shop rows are always: artifacts, tools, consumables - they could have different colors and labels for visual distinction,
- when an artifact kills the last monster, the game doesn’t finish, I can still drop the tools, only after that last turn it finishes; but when I kill the last monster with a tool, the game finishes; I would make this behavior consistent,
- there could be some indicators when swapping the tools, visually I don’t know which I’m swapping and which I’m currently hovering (well, I do but you know what I mean, I’m not certain which it’ll select and replacement is final), it’s inaccessible,
- when you use the twist tool before you re-roll the initial machine setting, you waste it - maybe it could be disabled or you can leave as is,
- artifact values do not stack, I wish they either would or if it would be too OP, then clearly say you cannot stack them in the description OR remove them from showing up in the shop if you already have them,
- after some time the music finished (20 mins or so?) - not sure if it’s not set to loop or there’s some bug,
- I wish there was a difficulty curve here but the game was really easy to go through, even the boss, and then the difficulty remained the same but I kept growing richer; that means replayability is quite low in the current state.
What I like:
- I really enjoy the glowing red eyes in the background that are animated, adds to the atmosphere of a creepy cave,
- I love the little squashing animation that makes the sprites come alive - it’s simple, not time confusing to develop, very smart,
- the synergy between “gives 1 coin when you take damage” and “heals 3 if you finish a turn without swapping tools” is great, kept me at 30 health and got insanely rich, then the cash register does OP damage (especially against the boss),
- love the mechanic and the overall concept, you are composing several mechanics into one and that composition is not something I have seen and heard of so far, it’s very fresh for me,
- love the VFX of the screen shake when getting hit, very simple but sells the impact,
- the pixel art is simple but polished enough for this to feel like a game and not a sketch,
I enjoyed it and I would love to see it being developed more with some underground map that affects the spawn probabilities, different “biomes” and more varied enemies.
Only one point where this game falls flat is the theme. It’s just one “place” so to speak, a cave. And more than “strange” I would say it’s “creepy”. I would really drive the idea home with e.g. more mushroom-like enemies and richer, “stranger” background.
Very solid game jam entry, and developed by only 2 people, congrats!

