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A member registered Feb 25, 2025

Recent community posts

Bug found, when removing the second-to-last card in a deck, when cost should be 500 tntthe resource pool of TNT becomes 0. In effect, 500 cost wipes all resource. 

Numbers would work better.

 const cost = Number(getDestroyCost());

and then complete function as normal. [pointing to costs, not loose string value]:

function onDestroyCardClick() {

    const cost = Number(getDestroyCost());

    if (resources.tnt >= cost) {

        if (!tryRemoveCard(this.dataset, pile.deck)) {

            tryRemoveCard(this.dataset, pile.discard);

        }

        adjustResource('tnt', -cost);

        this.classList.add('destroyed');

        this.onclick = null;

    }

}

Small issue/glitch, but worth noting in case you wanted to refine. This simple game would be effective on the app market, worth reviewing.

I would. I'd even predict a number off the top of my head... 999? :P

Almost like a simulation of supply and demand, huh? Go figure.
Upgrade cards = demand
Buying cards = supply

Keep demand by reducing supply and no market saturation. Hey, not probable that the game was made to highlight that but yeah, it tracks logically.

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Level 3 Max Resources!

Level 1 = Grab 50 x Free Stone, push card removal cost to 1 Dynamite
Level 2 = Grab 1 x 1 Iron
Level 3 = Grab 1 x Dynamite, remove stairs

Soft Goal = 2 Stone 2 Iron 2 Dynamite 2 Diamond 9 Upgrade
Tip: Time adding a card to the deck when the deck is moving to restart pulls. All 9 upgrades will apply to the new card in one round going from 1-10.

Cull deck down to 5 deck ideal: 1 Stone 1 Iron 2 Dynamite 1 Diamond

Buy 97 Stairs for victory from Level 3 :P

Actually, just wanted to play another time and had an amazing run with only health and money rings!

I used a lot of items, so the 20% miracle with no items was a nice addition but nothing pivotal.

Got to rank 6 and kept getting 20 coins upon new rank, with the option to pump 30 gold into the fountain to get health up. The ring that gives 20% chance for health with 3 bullets in chamber was insane!

In the end I ended up brute-forcing through three consecutive gunshots to get back to empty's, with only a 20% for a miracle. So this is a fun way too, but a lot harder due to needing so much gold.

Awesome game. Found the best strat was to have side-by-side bullets and always prioritise miracle rings!

Beat the game three times and each run had:

Adds a chamber to the gun
The first bullet after a spin has a +20% chance of miracle
Add 20% Miracle
Add 20% chance of miracle occurring when you don't have any item

This gave me 5/6 chance of success on most rituals (when down to one bullet), and that 1/6 scenario had a 60% chance of miracle (reset on every spin).

Even first ritual, pump two bullets in. When you get to one bullet, spin the chamber. Resets each shot to 5/6 chance of success. Later rituals, ALWAYS grab the restore health (necklace), skip the next chamber (cog), grant 100% miracle (book), and optionally select the reveal whether chamber has a bullet (monacle). 

When you shoot and find the first bullet, skip the next bullet in the chamber with the cog and then click freely four times. When only one bullet is in the chamber, go back to spinning after each shot.

Quick money grab (better if 50$ discount ring is obtained): Buy the 5 gold per bullet upgrade and the tool to open the gun (22 gold together or 11 gold with discount). Put all the bullets in the chamber, use the item to get 30 gold, and then re-open the chamber and remove additional bullets. Alternative, keep the bullet upgrade item until the end of a run, shoot until you're hit (requires extra health), then pump the bullets in, and use the item before finishing the ritual.

Last ritual is tricky, but you want to ensure you have an additional slot in the chamber, and go for a BULLET-BULLET-BULLET-EMPTY-BULLET-EMPTY-BULLET configuration. This ensures you will have two bullet attempts to either miracle or use an item until reaching an empty, and odds only increase as shots come out.

My favourite item ever!

Lonely Witch battle went FOREVER because while I hit strong, I only hit once. 

This build got crazy out of hand!

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Relic Run my followers had +1 health but everything was so much stronger and only 4 core health was so hard! I must've went through 20 runs before landing on this very unassuming successful run. 

1 - Supplicant - +2 Faith and +2 health upon death (strategically the only death effect in party)
2 - Revive everything to 1 health once all dead (doubles all death effects!)
3 - Start of battle, copy random death effect (always +2 Faith and +2 Health)
4 - Start of battle, copy random death effect (always +2 Faith and +2 Health)
5 - Dragoon - Attacks an additional time x 3 and when attacks, deal 3 random damage (4+3+4+3+4+3+4+3=28 per turn!)
6 - Medic - Adjacent allies get +1 health with each attack and +1/+1 to adjacent allies
7 - Dualist - Switches Attack and Health with each attack and (CRUCIALLY) this follower gains DOUBLE STATS. 
8 - Familiar - Gains stats equal to adjacent followers and (ALSO CRUCIALLY) this follower gains DOUBLE STATS.

Potions 

3 x Attack Potions on Dualist (for +2 each potion with additional trait) for +6 base attack.

Traits and Strategy

Strategy 1 - Buff the Attackers

Pump health as much as possible to Dualist. With this build, by the time Dualist attacks it has already gained +12 health and +2 Attack (+6 health and +1 Attack x 2).

Strategy 2 - Exponential Attack Growth 

After Dualist is buffed with +12 health and +2 on turn one, with base stats of 7/4, it becomes 9/16 before it's first attack. Stats switch upon first attack to DOUBLE and become 32/18. Next attack, 36/64, then 128/72, etc. 

Everything in front of Dualist gained +6 health and all the way up to the Dragon quarry, it typically took three rounds to reach the Dualist and I never lost any core health. This means by the time Dualist is taking hits, it is already very comfortably at 128/72.

Let's not forget about the Familiar.

As Dualist has been gained double stats each switch, familiar is also gaining it x 2, going from base 2/4 to 6/28 before its first attack. With each stat switch from Dualist, over the next three rounds, it progresses 52/72 -> 116/136 -> 244/208.

By turn three I was consistently down to only the Dualist and Familiar reaching the hundreds. Typically the Dualist would die as the lower stat would get crunched to 0, but Familiar always survived (!!!).

It was only at Endless Mode that I ever engaged the non-support revival of all followers, and while only 1 health, attack stat was safely intact. This meant so long as Dualist landed ONE HIT, Familiar received quite literally hundreds of health and retained its attack power. 

When I started this run, I thought this hodge-podge group was not going to make it, as I had other runs with very amazing synergies (my favourite is always getting Ranger with random attack damage, coupled with turrets to spray and pray). I actually HATED Dualist quite literally right up until this run, when I realise it was the lynchpin in my most favourite run yet!