Damn, nice! Glad you're getting somewhere, seeing you persist and improve gives me a warm fuzzy feeling inside.
Recent community posts
Look forward to seeing this developed further, I like how this mixes incremental aspects with autobattlers.
You could improve auto by allowing players to rearrange unit skills, then always selecting the top skill.
Maybe add a code to the free dordle share code. Pasting this code should enable players to play with the same target words.
I guess with the site being hosted on itch you can't read these codes from the URL suffix. But copy-paste should be good enough.
Really neat asymmetrical deckbuilder. Don't be put off by the theme, this is a really well-designed strategiy game that manages to carve its own niche.
I like how it embraces its digitality by implementing several mechanics that would not be possible/convenient in a tabletop setting like hidden information, fetching by card type and frequent shuffling.
In my opinion deckbuilders are less fun played irl (shuffling all the time is just not fun) and this digital deckbuilder has lots of QoL, which makes playing quite a seamless experience.
Looking forward to further explore the depth of card interactions (I feel like I barely scratched the surface) and get my ass beat in online PvP <3
You left the labyrinth with:
5 stamina points.
20 gold coins.
(5 of them are pixelated.)
And was *** 9 times.
really curious about what'd have happened if I'd gone into the click room again. the mechanic of not revisiting rooms is quite nice, respectful of player time!
Well, the difference is that a different color is missing from the bag each time, which means you won't get bags missing the same color twice in a row. There is a very subtle indicator on the top of the frame but I don't really want anyone to count RNG bags much (as you said, not fun to track).
I actually don't really like that it's possible to deduce the final color, though it's kinda similar in Tetris which also utilizes a bag system (different there because you don't have unlimited time to place pieces).
The only thing I sometimes do during play is deduce 'bag breaks', when a color repeats in the preview I know that somewhere between those 2 draws, the bag was refilled. So no constantly keeping track, just sometimes deducing on-the-fly.
Another fresh hint:
Sometimes it's best to bite the sour apple and use action to clear an area instead of placing a bunch of new crystals. A clean board can quickly deteriorate and end your run if you don't keep it tidy!
Hey finley! Thanks for asking here, didn't realize that a bug creeped in during the last update. It should be fixed now :)
You were doing everything right (clicking on the digit 3), it just wasn't working... Renamed the thread so that there's a place for future bug reports.
Hey, so I'll explain some mechanics and tricks here that would be difficult to figure out without looking at the source code. Think it would be unfair if I'd keep these secrets ;)
The randomizer for new tiles follows certain rules:
- when the new crytal bag is empty, fill it with 1 crystal of each color
- then delete a crystal from the bag (must be different color than the crystal deleted last bag)
- draws crystals from the bag until empty
The starting RNG is rigged in your favor so that you can always grow the center crystal on move 2 or 4.
Well, you don't need to achieve anything and there is no in-game fanfare for getting 100%. I've definitely found myself hunting for completion anyways and it's doable with some luck, but I don't think it's more fun than the first few explorations and discovering how the vine works. Then again I can't really explore or discover my own game so what do I know :D
Hi, thx a bunch for your comment :)
* spoilers below *
I am going to SPOIL some things that you can achieve: there is a fixed amount of seeds in each layer. Growing flowers from these seeds makes markers in the sky light up, so you could try getting all of the seeds and reading all the notes. Another goal to strive for is finding the glasses which allow you to switch into a screenshot mode. To get the chest at the bottom you need another item (found higher up).
My personal definition of 100% is all seeds, notes + glasses + chest. But tbh I think it's unrealistic to expect getting everything, you've reached your personal 100% when you feel no need to play further (;
Oh, and a basic thing that players sometimes miss is the ability to create a crossing in a spot of choice after every grown seed (aka using your charge).
Alright so I've looked into it a bit and can't fix it (for now). The game bar loads but does not display. I did find out however that you can still access the hints menu with H and the level select with L. There's hints and helpful gifs up until level 4,so feel free to skip around if you'd like to spoil yourself ;)