Very fun, beat it in maybe 2 hours? I'm at 680 billion as of now.
Not sure if you plan to do more updates, but for feedback (feel free to ignore), I would like it if the shade difference from purchased and non was more extreme. Also I wish the "purchase stonks screen" button was the scaling factor, rather than it being in the skill tree.
Otherwise I would be curious if a feature (late game) to set the bot's buy/sell price would be fun? I was watching one stock to spam click it quite often, however as I increased speed I started doing this less.
great job, thank for making this!
towcar
Creator of
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Sorry about the bugs you found, if I was going to develop the game more this would be great feedback. The duplicate weapons shouldn't stack, and I definitely should have either made that weapon not appear again, or to put a "already owned" text somewhere. The unwinnable position one especially sucks, next game jam I'll have to recruit some friends to help playtest before I do my final submission.
Thanks for playing!
This is the note on the game page -
"This game is currently only playable if you have Pygame and python installed, I am currently working on that. If you do, simply put all the contents of the zip file into a folder of some IDE and run it"
I believe the dev had issues getting the project into a playable format for itch.io. I might take another crack at it getting it to run this week.Definitely innovative, very cool style. It took me a bit to realize the cards had directional movement symbols on them. I was able to figure out mostly everything, except I wasn't able to solve how to deal damage. Even health bars would have added a lot, I possibly was doing damage and didn't realize it.
Hey klim glad you liked it. For the randomness the pathing through the level, and monster/villager/trap groups that exist in each room, are randomly generated every level. However the corners and the center are always a square shape, as my last attempted rng design had too many bugs, and I had to revert it down sadly.. but yeah the levels have a few patterns. The world is technically 9 sectors with three different generation scripts that had scaling potential.
As for the topic of the jam, the interaction with the villagers is the two sides of the same coin. Killing villagers to gain health or sparing them to gain gold. On top of this, the objective of being their hero, but having to kill them to progress sort of helps to express this idea. To be the hero you must also be the villain. Thats what I was aiming for anyway, I found this theme quite difficult to brainstorm. But thanks for playing!



