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 👍
noshuio
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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!
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'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!

