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noshuio

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A member registered Jul 24, 2024 · View creator page →

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Got it, thanks for the feedback :) I'm definitely looking forward to make the game more speedrun-friendly and I'll look into this. I also got you message about this so I'll get back to you eventually 👍

Thank you!

Is the unresponsiveness related to the dragging of the board or something else?

Thanks for the report and the lifetime commitment :D

Thank you :)

challenge accepted

Numbers are remapped in a fixed way so yeah, if a 3 was represented by a 1, then all 1 had 3 mines arounds. If you have a screenshot or the seed I can take a look if that was not the case

Check if the mine count is at 0 and not at -1 or worse :)

I tried the game on a Windows laptop without any problem, it's something related to the right click gesture on a Mac? Keep in mind you could always press "F" to flag a cell :)

Yeah, you got the point. While maintaining the classic gameplay loop, boards will always be solvable without needing any item :)

Even though I want to keep the basic loop close to classic Minesweeper, you are right that curses are probably the key to keeping the game fresh and really taking advantage of all the items. For endless mode, for example, I was thinking of making curses a fixed rule that you carry from the moment they appear throughout the entire run, with maybe an option to choose between curses and more items that interact with them (remove a curse, reroll a curse, ecc).

Honestly, I think this approach could work in normal runs too, making endless mode just a continuation after completing the fixed floors (as I think most players expect it to be).

And I will definitely keep your ideas in mind. As you said, some of them I had already thought of, but having many more ideas to iterate on and test is great!

Thank you for taking the time to give such constructive feedback, I really appreciate it!

Trying my best to balance the game towards all kind of players, so it's normal for it to be easy for more seasoned minesweeper players :')

Did you also try hard mode? Its presence may not be very obvious UI wise lol

I forgot to add that endless mode will be coming in the final release :)

Thanks for the feedback, much appreciated!

About your points:

  • as you said the issue will eventually resolve itself as more items will be added, and I don't think adding a hard limit to those stackable relics is a reasonable solution, but decreasing their spawn rate after you reach a certain number could work, I'll look into it
  • the counting mode should be working fine, so I think the problem is exactly the fact that you can't distinguish from exploded mines and exploded cells; I already planned to use different sprites for them so that should solve it
  • I'll try to test them

Thanks for playing and I hope you stick around to check out future releases :)

I totally get your point, and initially the game was way harder :) but since the game rised in popolarity, many people found it extremely frustating, so I tried to adjust it accordingly to make the best experience for everyone. There's currently an hard mode unlocked for each class when completing a run in normal mode that should give some challenge, and more challenging modes will surely come in the future. Overall the game right now gives you a lot of resources to work with, I'm still trying to fine tuning that

While I agree with you (since that was also how the game was born, giving you tools to bruteforce a minesweeper board), I get a lot of complaints about it so an item to grant that ability could be added without any downside really, but I'll probably need to add it in the starting pool of relics of the base game modes; "Hawk eye" was added to the game for the same reason

I think the threshold is fine, but I see how some cheap relics could make it totally trivial

Thanks for the feedback; I agree that relics to help you reaching the objectives should be equally available, so I'll try to add more options for the time limit one

Chests as a mechanic will be improved on for sure, with more relics interacting with them :)

Ye I already planned to adjust these objectives, should be reworked in the upcoming 0.6 release :)

Mh, I can't guarantee that I'll add it for sure but I'll look into it, as it's something that frustrates most of the players even if they have a gazillion hearts lol I'll try to reach for that 10/10 :)

I'll look into it, thanks for the report

Thank you! I appreciate it :)

You're right, I'll try to better balance the chests mechanic in the next releases :)

Definitely a bug :) thanks for the report. I'll fix it as soon as I can

This was a recurring problem during development, I thought it was gone for good. Does it happen frequently? I'll try to look into it further

  1. 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
  2. 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 :)

I'll look into it, I should be able to release the next patch this weekend. Can you tell me if this was in the web version or Windows?

Thanks for the feedback! You're completely right, I'll fix this problem in the next patch :) and thanks for keep playing! It still amazes me that people are enjoying this so much

I'll investigate it, thanks for the report :)

It's a bug related to the relics that are obtained exclusively with a consumable, I'll fix it in the next patch

I never thought of give a threshold to it, but now that you mention it you gave me some ideas :) we'll see what can I come with for the 0.6.0 release

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It's kinda intended to still get the reward if the flags are not manually placed. But I'm also reworking that ability, so hopefully there'll be no confusion anymore

Endless mode will come with the full release :) I've hotfixed the metal detector bug, thank you! I'll look into the other one for the next patch release

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!

It probably won't be free, but the idea is to keep the price low, around 3$ or so :)

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Yeah that's it, Defeat from Chiptune vol 1 :) another music used from that pack is Cool Action, the rest it's all from vol 2

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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!

Totally agree, I'm thinking of setting a fixed amount of gold for the rewards instead of scaling it with the current floor. I don't think limiting the relics is a good solution since it limits player freedom, but all suggestions are welcome :)

Thanks for the feedback, it's already fixed in version 0.5.3 :)

Let me know if it's fixed now

I uploaded it now :)