This demo is promising. The progression is fun and doesn’t feel too slow. I think the idea of having upgrades you choose per run is pretty neat. It gives a bit of a roguelike aspect to the game, which makes it more fun to play than the standard “do the same thing over and over again with minor improvements.”
Some suggestions I have, though, are that some of the buildings seem to have a limit on how many you can get. This in itself isn’t terrible since you need to have some game balance, but roguelike games thrive on the fact that you can make stupid, broken builds if you get lucky enough. This game doesn’t have something like that because the buildings you can get are capped at really low levels.
This isn’t a huge problem, but honestly, if you want to make this more fun, I would highly recommend allowing much higher building caps. Perhaps lock upgrading the card caps of some cards behind legacy upgrades. It would make the game much more fun and engaging if you could actually try and go for a broken build and get a large leap in progress because of it. For instance, being able to get a build that has a 5% gold spawn chance and a 20,000% gold value increase with an 80-90% instant respawn chance would be busted and really fun for the player to get due to how much luck is required to get all the right buildings.
I think the game would do well to have more of the legacy upgrades interact more directly with the rogue-like element of the game. Most of the upgrades you get currently are simply passive buffs, which are great, but some legacy upgrades that enhance specific cards, or which change your odds of seeing certain cards, would be nice too.
Overall, this game has a lot of potential to really strike a good balance between the rogue-like and idle genres. I feel like, currently, the rogue-like aspect could be developed a lot more. This, of course, will take heavy rebalancing of the idle side in order to make it so that both idle and active strategies will be viable, but I think with the right upgrades, this game could do it quite well.
Really fun game and cool puzzle mechanics. The game is also very easy to break irreparably though. I completely bricked my 44-minute-long autosave and 37-minute-long manual save. But I have done some testing so I am pretty sure of the cause. Basically, if you go into a town and press X, you get an error message telling you to go to the middle size to use it like you should, but if you, instead of dismissing it, press W, you go into the largest size and get teleported into unexplored areas. Sometimes you can escape from that state by walking from an unexplored area back into the world map, and the game continues as normal. But if you continually switch between the biggest size and the middle size in that state, some really strange behavior happens. On one of my saves, this completely broke it and made it so an error message appeared anytime I tried to switch to the biggest size, even though the save was made before I encountered the bug. I tried doing the same thing on a second save, though, and didn't get the error message like the first time, so it might be caused by something slightly different. I am going to keep experimenting a bit to see if I can reproduce it again, and will let you know if I can and what I did to get it to happen. The picture is of the error that bricked my first save. If you need anything else to pinpoint the source of the bug let me know and I will see what I can do.