In my experience, this game isn't terribly luck dependent. I nearly 100%ed the game prior to the update deleting my save file, and I didn't actually ever lose a run. The camp doesn't heal much, but Ceridwen doesn't even use the camp ever unless she gets really bad luck right before the boss fight, and Gwen can use the extra 6 hp usually but there were only a handful of times I was going into the boss with sub-10 hp. Post-update the new spells being mostly worse does make Gwen runs harder, but I still haven't lost one yet (though I have twice finished on turns mushroom man would have otherwise killed me had I not finished him first).
You're right, though, that the difference between runs is rediculously rng dependent-- getting +mana/turn makes the game a LOT easier, and you get that at least once ~60% of the time it feels like. Gwen runs where you don't get plus mana are HARD, and one of the two almost-deaths was a Gwen run where I got no mana and only 4 spells (the shop was trash and I was dumb and didn't check first). And then a run where Air Blast gets Barrage+Giantslayer, for example, makes Gwen look better even than a bad Ceridwen run. If the game were extended so that the weaker runs didn't all win anyhow, that would be pretty annoying.
xyncht
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If block was ever decent this would make sense, but Gwen gets like 2 block sometimes I guess where Ceridwen gets health for every soul stone which is generally part of casting powerful spells anyway. Death coil + hex is crazy, of course, but even without that channel + starting spell can produce 3 soul stones in a turn, and those stones also let you cast powerful spells like the 4 damage 1 weaken starting one, or other better options. Gwen getting three block on a turn usually comes with almost no upside-- probably some thorns, which are lost at end of turn and usually do 2 damage-- and then all that block is lost. That's not to say Gwen is unplayable-- she's great and her starting spells are better defensively than Ceridwen's starting spells because block+weaken means you do effectively have 3 block almost every turn as long as you get moderately lucky, and you can put up with damage on the runs where you don't get lucky. But her main advantage is that not having soul stone spells in the drawing pool makes getting certain other useful spells-- most importantly high-damage spells like Air Blast-- more likely. So Gwen needs to kill all the enemies before they can attack, mostly, managing health as a resource to deal with bad luck while Ceridwen can comfortably coast and do whatever, relying on her mid-late game defensive power to overwhelm anything the enemies can dish out.
If you want block to be relevant, we need better defensive spells, or block on offensive spells. Right now defensive spells that are utility (like channel) are the only ones I ever take. Block doesn't feel like it makes progress, and there's rarely spare mana for things that don't make progress. Maybe a Toughen+block spell where toughen is like the opposite of strengthen (but presumably wears off because its a player thing) would change up how I play Gwen, but it would probably be kinda overpowered. Fundamentally, a defensive spell good enough to be slated into a build is kinda overpowered since it's pretty anti-synergistic with hyper offense and if it's good enough to overcome that, then its good enough you'd want it in every deck. I think if you gave defense more mechanics so that they could synergize together the way different offensive spells can complement each other that would be the best option, but since weaken is classified as an offensive effect the design space is pretty limited-- offensive spells have lots of possible targets to mix things up with but defensive spells can only target and be based off of the player, and the only defensive effects currently in the game are heal and block (other defense cards are really doing some kind of utility feature helping you make progress in an unusual way at the cost of not doing anything else, like channel and that board-wipe spell).
-edit- Turns out I was misremembering the default attack spell for Gwen. No weaken. Man she sucks XD
Found a resource you might be interested in: https://3p0ch.newgrounds.com/news/post/1086279
The enemies have way too much health, which makes sense because of the combo mechanic, but the combo mechanic is only usable if you have a very fancy mouse set up since it is time based rather than number of hits without being hit based. Would be better if enemies had significantly less health and the combo mechanics were revamped.
Beat it. It went on a bit long-- levels 11-19 were all pretty much the same since by that point you emit at stream of constant bubbles that kill all enemies in one hit and pierce them, so only the urchins matter but you level up every couple seconds if you care to so they don't matter very much. The boss died almost instantly, but overall the game was fun anyhow, I'd say.
So this isn't my area of expertise, but I believe Application.persistentDataPath only persists for the lifetime of a browser instance for Web GL applications based on: https://www.reddit.com/r/Unity3D/comments/5nnj2z/webgl_saving_text_file_locally_... . This is similar to how a session cookie-- that is, a cookie with no expiration date-- works.
Regarding tutorials: https://www.w3schools.com/js/js_cookies.asp looks pretty good, but basically you set cookies with assignments to document.cookie using javascript and read them back by setting a string to document.cookie and then scanning through it for your specific name. There are other ways, and maybe there's something else that's the best practice for WebGL-- I'm not a WebGL programmer. But if you *do* use cookies the thing I was trying to say was that if you don't explicitly set an expiration date (conventionally 1 full year past current time) the cookie is deleted when the browser instance ends, which can be counter-intuitive.
Thanks for the explanation! In my case I had four snakes and two or three plastic bricks and the hand was rainbow king, rainbow king, rainbow king, king of hearts, king of spades. I believe this paid out the straight rewards and the flush rewards but not the slinky. It's possible I am remembering incorrectly, though, since its been a few days. Regardless, the tooltip will solve the problem I think :) Thanks as always
Beat the daily challenge!
Suggestions: A flush five that is also a straight could be a straight flush five. Even without that, a flush five that is a straight should trigger the slinky (it didn't currently, the one time I checked). Also a four of a kind should probably count as including two pair (and also things could work similarly for 5 of kind and full house).
Quite good! I like the variety of mechanics and the pacing, even though the core system is very simple. I would, however recommend:
1) Add a visual indicator for the wind at ~700m. Wind is already a somewhat frustrating mechanic in most platformers, and while it is a fine addition here, the lack of indication as to its changing direction and magnitude isn't adding anything in my opinion.
2) Add a bit more of an indication at the beginning as to how we ought to start the climb-- I missed the platform on top of the shop because I didn't realize only the right half was solid and spent a few minutes looking for another way up before I realized my error.