Definitely a bug :) thanks for the report. I'll fix it as soon as I can
noshuio
Creator of
Recent community posts
- I'll keep this in mind for the next release, as it'll change the map once again x) but this time will be something different, not just a layout change
- if you mean that a cell with one mine near still remains a 1, yeah that can happen, I purposely leave it that way to confuse more, so it's working ahah
Thanks for playing and for the suggestions! I hope you'll stick around and enjoy the future releases too :)
Wow, thank you for the detailed report! I'll fix the bugs asap.
About some balancing points:
The Tracker's skill is not that useful if you're used to not using flags as it mostly puts them in already obvious places
I see how it can be counter-productive to have the ability to flag cells if you adopt a no-flag style (which is rewarded), I'll try to rethink it.
Maybe an item that actually rewards patience/slow playstyle could be nice if there's supposed to be no rush (e.g. additional gold at full health)
More items that synergies with different playstyles will surely come.
Or perhaps making the level reward be either Fast sweep or Perfect game/Efficiency but not both
So that rewards are predetermined for each level? I think in the way it is currently every playstyle is rewarded with each bonus; of course if you focus on efficiency you might not get "fast sweep", but it's not excluded either so that you can get rewarded for that too if you complete it fast enough. In a previous version missed rewards were not displayed, but I think it's better to have them for two reasons, first you get to know which rewards are present without having to get them, second you can know by how much you missed the speed and efficiency bonus.
Maybe an item for decreasing reroll cost? Although that might make Gambler less unique.
That's already in the works with the 4th class (Merchant) :) it'll probably start with that relic.
Thanks again for the feedbacks, it really helps the development of the game right now!
I'll probably implement the stack thing for hearts and such when they a reach a determined number, I was already thinking about it :) but I won't do the same for the Relics for now
Discount Voucher it's bugged, I just checked; I changed the description but forgot to change the value, so it'll be fixed in the next update!
Yeah probably it's skipping some check when it add Relics via a Consumable effect, will check that.
Thank you!
Thanks for report!
- temporal hourglass is still relevant since there's a bonus for finishing the stage under a certain time;
- phoenix relic's logic has been rewritten and shouldn't have this problem anymore in the next version;
- nice find on the seed bug :) first time I hear of it, really curious of what's going on. I'll add a comment here whenever I found out
Yes, currently a chest can spawn on a board in place of a mine randomly. The upcoming version will increase the chances for the chest to spawn and add an indicator on an adjacent number to give a hint about its possible positions, plus a relic to increase the number of indicators. In a week or two I'll post about the new update, it's almost ready :)

