This is an intriguing and addictive game, not too much like the other roguelikes. I like the combination of deck building, moneymaxing and deduction from the clues.
Straight up bugs: blank clues and Uncommon perks (at $0) sometimes occur.
Flaws: perks can repeat in the list of banned perks; redundant clues can sometimes appear; cash cards that flip at start should be less not more expensive because they are harder to use effectively; for the same reason ATM is a liability and not a benefit
Most useless perks: ATM like said, letter cards, Early Bird/Worm (only good in very rare deck situations), Circle Back (Can't really build an engine that's worth the cost, should be uncommon), Stocks and Bonds (also terrible slow econ cards)
Broken sauce perks: Make it Rain (should be rare), Penthouse Office, and ABC stands out from the other economy cards because it's just immediate free money if you're not too far down the reroll path.
Day debuffs from kindest to meanest: banned cards (you never miss good cards and you cheer bad cards), reroll cost, debt (your ROI will always outstrip the interest but it clogs a slot), exit cost
Promotions from strongest to weakest: starting perk if it's a good one, perk slot, bad starting perk (still $15 at start), extra life (just 1 more click per day)
Good luck shining it up!
RogerGS
Recent community posts
The art, characters, and aesthetics are great and the gameplay is something different from your everyday card battler. But I found it quite an easy game to solve, if you create a +35 Purity card in your first 2 turns and then copy it in your next 2. If you want the game to be more of a challenge I suggest doing something like, only villagers you didn't treat offer their abilities. Or at least having the selection of abilities be more limited and random. Or changing the duplication ability (maybe it can only hit an unaltered card).
Also in the card designs, some are clearly better than others; -2 sick and -1 sick/+15 purity are both better than -1 sick which in turn is better than -1 sick only if 50+ health. Sticking to balancing more powerful effects with drawbacks is a good plan.
I didn't like the coin flip abilities, but I did like the play where you intentionally damage a character at 100 health so you can heal them up again and get the bonus card. True medieval leechcraft!
This is a fun and charming game, I enjoyed the balance of randomness and strategy, and the sticker interactions (shotcorn my absolute favorite). Won it on my 4th serious try.
If I had complaints it's that it played too long and seemed grindy at times, I think a 5x5 grid would still be fun but make it a sleeker experience.
Also, being able to aim the pointer with arrow keys would help a lot.
I figured out most things by observing the game but the 15% bonus had me baffled. In the end it didn't apply to my best shots.
Echoing the frustration of wasting overkill when the target score is close. There should be a reason to care about maxing every shot.