Had to pop open the source code to remember, looks like it lets you double or split even if you can't afford it. Honestly that sounds pretty weak, but maybe there's synergy with that card that lets you keep doubling/splitting even when it wouldn't make sense.
PhilBlank
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Up to you, I think I usually aimed for a certain percent of the chips I had. That way if I did poorly I'd decrease my bet and if I did well I'd increase my bet. The larger percentage of your bankroll you use, the higher likelihood that you run out before ever seeing the positive returns. This is tied to the concept of 'risk of ruin' in gambling/stock trading.
It's been a while since I've played it, but I think I remember the general strategies.
Until you get a few rounds in, the 'Basic Strategy' of Blackjack remains roughly the same and you can use any image guide for that. However things quickly start changing so you need to understand 'why' certain hands were good/bad in standard Blackjack. The biggest thing is the dealer's 'hit to' number, the dealer is normally required to keep drawing until they hit that number (17 by default) and that number was chosen because it balances the chance they bust out by going over 21 with the chance that they actually have a good hand/the chance that YOU bust out. The further their number is from 17 the better and the higher you can draw the better. 16 and 18 are both worse for dealers for two different reasons, there's an ability you can get to push the dealer's 'hit to' number up 1 that can help push them into worse situations (though it could also help if they're a 15/16).
For when to split/double/surrender, Basic Strategy will inform you pretty well otherwise remember that most of the cards in the deck are worth 10. For choosing when to split, you need to think about how well those hands would do if any random card were added to them. You never split 10s in standard Blackjack because you already have an amazing hand (20 out of 21), you always split dual Aces/Eights because soft 12 and 16 are mediocre/bad and chances are high you'll draw a 10 and have 21 or 18. Doubling Down is a nice but risky move, use it when an 8-10 would probably let you beat the dealer but a 10 would not make you bust. There was an ability to keep going after doubling and it's super risky to rely on, just use it as a fallback if you draw low with the previous strategy. For surrender... I'll say more on it later but generally you want to surrender when the dealer has 10/Ace and you have something middling that won't beat the dealer but will probably bust out if you draw again. Stuff like you with 15 when the dealer is showing a 10.
Running count is more of a thing for real blackjack (which has a slight house advantage) rather than this where you can bump the advantage to yourself. It mostly affects your betting strategy. A high true count (which needs running count to be divided by the number of decks worth of cards left in the draw pile to get the true count) means there's fewer high cards left in the deck, negative count means there's more high cards. In standard formats, having a bunch of low value cards helps the player (who has more freedom to pick moves) than the dealer. It can influence whether to hit/stay/etc., just think to yourself if that tiny change in whether or not you'll draw a 9-10 pushes you this way or that. Again, not very important when you've got other abilities.
Spending as much as you can on special abilities is good, you'll benefit more from a higher chance to win a hand than from having a bigger cash roll. Drawing to 22, Hero (chance to draw the perfect card), and Oracle (sometimes see face down cards) will generally always be helpful. Fighting the Minotaur (chance cards will be face down) is pretty annoying without Oracle too, unfortunately you can't choose the order you get cards in. You'll likely want to have everything for the final boss, but definitely those three I mentioned + the ability to surrender anytime. It's absolutely hilarious that it turned out that way and I didn't even know about it until my little brother beat the game, but Surrender is actually the most effective move against the final dealer.
Anyways that turned into a bit of a ramble but I hope that helps!
A neat little romp, I'm impressed you got a level of this size done for a jam project. Chasing the mice reminds me a lot of Ape Escape, though those things are *way* faster than me so I usually got them with ambush tactics (managed to get all the golden screws but couldn't figure out their use, same with the lightning rods you can activate with E).
Thanks for the kind words!
Yeah, as it is it's only one pattern with one missile type (even though I set up the scripts to be able to handle more). I'm hoping more variation + having counter-spawns that take the player position into account will help force players into the fray.
(D.R.L was cute, hope you expand on it)
I had thought of doing graze mechanics with a second circle around the character, but wasn't sure what it would feed into since I didn't want to add scoring. If I end up doing something like a slowdown mechanic or chaff (to bomb out of patterns) then maybe grazing would build the resources for those. An off-screen indicator is definitely a must if I expand this, 100% agree.
Thanks for playing!
Loved the art and music and I'm a sucker for incremental games.
For critiques, there were some confusing elements such as always hearing 'drone destroyed' but my drones were all still there or the fight scene in general where I wasn't quite sure what I was contributing to the fight. My missions also got stuck because 'buy a mining drone' would not complete with me buying my sixth mining drone.
Still a pretty solid package overall, though, your team bit off a large number of mechanics (the mining, the shop, the fights, etc.) and managed to hook them all together.
A fun variant, took me a few runs to understand the strategy but then it was fairly smooth. I got 241 on my second completion, but I realized I could have squeezed a few points more out if I hadn't misspent one of my hp and remembered to kill a bat before the dragon.
Comparing it to Mamono Sweeper, I feel like this variant is a lot less predictable. This is good in that it opens up potential gambles and new strategies while MS pretty much always plays the same, but bad in that your starting cells extremely dictate how the match will feel. An early gnome or gold chest could catapult you ahead of the level curve, while an early witch, rat king, or bubble spell gets you a lot of information. Said information is extremely important, so early beholders can change starts a lot too.
With a larger grid I wonder if it would be more stable, either way it was a fun play.
With Sudoku there's somewhat of an agreed tier list of techniques. A harder puzzle will usually require more/harder techniques to solve, but yeah it varies a lot and it's hard to make good difficulty algorithmic.
Fun game, ended up playing it all the way through after taking some breaks. A few items of feedback:
1. Sometimes right clicking would place my X and then immediately remove it. It seems the input may be firing twice?
2. Even if you mark a spot as X, you can still click on it like normal.
3. It'd be nice to be able to hover over a building and see what tiles are in its scope. When first starting a new zone it can take a bit to process which pieces are buildings or fields. Sometimes I might also not realize that a building is lined up with a far-off island
4. The RNG creates wildly unequal puzzles. Sometimes I'll lose on a harder one and then it gives me a zero-difficulty puzzle. On Final Lands puzzle 15 the first one it generated was trivial, so it was kinda anticlimactic
Very interested to see where you take it
Been a while so I'm not entirely sure, but I think each hand is compared to the opponent's hands individually and the result is summed. One winning hand and a bust will cancel out (unless you've got a Blackjack bonus)
Also your betting strategy is known as the Martingale, it actually pairs pretty well with the Hero ability since without it it's a bit slow
The composer can be found under either their circle, Hobby Atelier Carrot Wine, or the individual name of Yoshiki Ara
https://carrotwine.bandcamp.com/album/mademoiselle-carmilla-blood-ring-1
Hope you enjoyed! And yeah as soon as I heard the music I knew I had to license it for a game
Cheddarousse's stats are that he only hits to 12 (which is pretty much any two cards) which means he can never go bust, in exchange you only have to beat his initial draw
Pick a somewhat low bet (the slider before hitting the deal button) and focus on not going bust yourself, I'd say hold on anything 15+ unless he has a 10/A card face up. Remember that the most abundant cards in the deck are '10' cards so a good chunk of his hands will just be his face-up card + 8/9/10/A. There's still plenty of other cards though so you just have to wait for good opportunities
Failing that you can always try to brute force the fight with large bets or keep restarting to get Albert (dhampir guy) as your first fight, but I believe you can do it!
Oh nice, I've been into nonograms recently
Would love to see painting (dragging cursor affects multiple tiles in same row or column) and a one button shortcut for marking dead cells (right click would be best)
Edit: Ok after another round it'd be nice to have numbers go grey as you meet their requirements and to not have to fill in dead cells to check my work. Honestly just go check out PictoQuest. It's easy as hell, but it's smooth to play
Edit 2: Ran into a puzzle with multiple solutions, which was weird. I guess that's legal in nonograms? I know it's not for sudoku. All solutions are valid for finishing though
* Flat colors are awful for depth perception
* If you have two hands worth of items, you should be able to flip which one left and right click refer to
* Your hook swinging goes through colliders
* You hide the cursor on game start, so if you go back to the menu you can't actually see what you're selecting
Doesn't seem to work. The enemies just sit there without moving, I made it 500 seconds without touching the keyboard then got bored and closed it
Some nice things to have would be
- An indicator on screen of the direction to the heart
- Deadzone so your ship isn't always moving by infinitesimally small amounts
- An actual exit button
Wow, you got a lot of art done for this! Looks good at that
For the technical side, I'd really recommend a 'skip' function that skips over seen segments and stops at new ones/choices. I had to do a few runs because my ego wouldn't let me compromise on the pickle jar (that's another note, needing the player to be 3-for-3 on choices is a bit much)
But overall it's good!



