Thanks for fixing, and was beatable, beatable too the point where I would say it was made a bit too easy, especially for someone who can play fast and spawn a lot of enemies.
Still pretty good though, for not having any human writing any code. I wanna see more of how good AI can get with the right prompting and such...
jray4559
Recent community posts
Although the fact this was made with an AI vibecoder is impressive, there are obvious problems:
1. Enemies spawn too far left and right, where they can't be attacked by the enemies you make.
2. Making multiple matches at a time doesn't send out multiple bots
3. The final level has way too many enemies with too much HP. I can barely damage the other side while they kill all the enemies I send out and I just die.
Playtest your creations better before releasing, please.
For the arrows I meant that if you are moving a slime horizontally into an L-match, there wouldn't be an arrow for a fireball despite a fireball needing one going to spawn.
And cascades, the main thing for me is that sometimes getting one counts down or spawns another enemy(ies), which feels a bit unfair. I can live with it not spawning fireballs if it would not do that.
Overall priority one to making the game better, I would think, is that a player would understand all the mechanics and situations that can come about. I eventually figured out most of what is going on (not when voiding happens or when the fireballs don't reach the top, I still don't know those) but I've also played match-3 related things for basically forever so it comes easier to me than it probably would to many others. A tutorial battle with explanations would go a long way.
This game would be better if there was a tutorial to explain the game mechanics. It took me until the final boss to realize that if you held down a slime that has a horizontal match possibility it'll show you where the angled fireball reflects to on the other side (except if it's in an L-shape, then it doesn't do it, that's a bug to fix).
And the game itself also seems too RNG-reliant. Many times there are three countdowns at once on the board which you sometimes can't even kill because you don't have a match capable of reaching them. I also have no idea why sometimes the fireballs can break through to the boss row and other times they get stopped. Cascades also do nothing other than points, which makes getting them sometimes unwanted because then one of your match possibilities to kill an effect countdown are gone. (I shouldn't say nothing, actually, they also sometimes spawn another countdown for some reason, no bueno)
Overall an idea that at least looks workable but needs actual explanation so that someone other than you can understand the quirks and begin to form the idea of how to properly attack a situation.
I'd guess so. The newer version is much more reasonable in curve and thus more fun. Yeah it's a higher score but it doesn't feel like I could go infinitely. One thing that would be nice though is when I have a board with no moves like here it reshuffles or allows me to make a non-matching move or something. Wouldn't have beaten this level anyways but still a bit :/ to be just stuck for half the time doing nothing.
Still much improved though!

The point values doubling quickly becomes absolutely impossible to overcome even with the best play possible. This score was only possible because I reset until I got a super 3 million point combo on level 1, the special gars/powerups do basically nothing to improve your score in any significant way. Also the 0.25% chances of getting a powerup are totally worthless, especially since even if it shows up it easily can still just be in a place where you'll never get to match it.
Not a bad try at fusing roguelike mechanics with a puzzle game mechanic. Pixel art is pretty decent, some of the music is a little generic to me but it stays out of your way while you're playing, so not much harm done. The biggest downside, though, is that the demo here at least is piss easy for anyone that is good at this kind of game (like myself). Especially if you get the needle power-up, any boss attack that shuffles the bubbles around becomes a near auto-win because after your shot the needle wipes them all out. I'm guessing that's known about and is why the needle is expensive, but still. Even on the regular levels it simplifies things a lot.
I never got in serious health trouble playing with that bomb guy during any of the playthroughs. That 2 bomb + gunpowder is a big boost to the point that honestly maybe it could do with a nerf to one bomb on harder difficulties.
Another thing is that there really isn't much in the way of *wow* in terms of playing, especially with bosses. It could do with some effects when they, let's say plant a piece onto the board it zaps on, or when it shuffles the bubbles shift around all crazy-like.
Maybe the full version does have that and it's just a demo thing, but despite the nitpicks it's still fun enough to spend 30 minutes on, which for a casual puzzle game in the modern era is an achievement on its own. If it was 5 bucks or so I wouldn't feel cheated purchasing the full game.
It's a good game, decent implementation of the rogue system... once you get enough moves per turn so that turning your character can actually be recovered/planned for and not just completely discombobulating you. Instead of starting with two moves maybe start with three to head that off.
The overall game is nice mechanics-wise after getting used to it but just feels a tiny bit slow in feel, though. The main game musics are okay but not really helpful in making the experience more immersive. And a minor nitpick, I never quite got the idea of how move-order works exactly. You make a match and then you move into that space later on, after the match would be gone... I wasn't sure whether the box would move in or what. Small potatoes, though, because the game is still overall a good experience, even if slightly barren on the wow. Better than the vast majority of the Match-3 genre (which is not a high bar, but still, a little work goes a long way here!)
Not the worst way to go about putting in a rogue system here! The main drawback for this, though, is that big groups don't get collected all at once like they should. I click on a group that has 10 or more and only five or so get collected. I get that there's the white lines around the squares showing you how what will clear (which took a while to figure out) but... why not just clear the whole group? Despite being crude graphics-wise it's overall not a bad idea and I did have a good 10-20 minutes of decent fun.