Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Strategems

A deckbuilding strategy adventure with a few surprises · By Playcebo

I wonder if any of the triple digit prime will get unique effects...

A topic by ShockRox created 38 days ago Views: 465 Replies: 10
Viewing posts 1 to 5

Because it'd be cool if they weren't completely useless :)

(1 edit)

they said this before somewhere and i think it was cause if they get too much energy then 29 is op

You cap out at 100 unless you siphon tho

I'm just waiting to see what 13^2 does. would be cool if it gave all your remaining energy to opponent that doesn't have space to play 13, so you can siphon it again next turn. jk I'm going crazy trying to do negative turn test

(1 edit)

if it simply took theirs and doubled it, then can probs use siphon pong to get whatever high number you want, drop with X(I call it that because in candy box 2, u can't come out of X potion with surplus hp remaining afaik. and if u play 17 then X, it becomes 83 which makes X shape around itself), and pick up with tweezers to make it permanent (for that round, which could last forever). I'm pretty sure I mentioned tournament opponent using 11*17 before but I've always thought that even if it didn't place down corners (this is so weird. just imagine how useful 11*23 could be, creating framework...uhh, I don't wanna say scaffolding since I'm about to mention Lunar Base – Minecraft Wiki and scaffolding means smths specific in Minecraft. whtv. just imagine 19*23 where the * is like applying that bomberman powerupgrade), that's fine since I just wanna make full use of four surround. I mean, 83 already infiltrates like xiangqi knight. now I'm thinking of some other way to satisfy this ocd, like if rules changed so that you can always play over your own non-frozen tiles. that way, can insert a 17, then use 19*11 to clear surrounding enemies while filling the space created with your own, much like 41. oh and btw, 83 and tweezers can open up some rare options that are never gonna be used. 77's spawns can overwrite fires, so I thought, why not destroy your own fragiles to "upgrade" them with immune modifier. then pick up center (tweezers can be used on any tile you own, even if it's immune. to test, go back to first lv, remove your own spawn, and you're trapped without 97. like bongcloud opening challenge) to place 83 there, making a defensive 3x3 bunker formation (the clones of 77 are like tortoise shell that protects 83 from opponent seeking to insert 19 into its armpit). ofc, such a rare situation would never happen, so 99% of games you'll just grab a 17(83 doesn't spawn copies of itself) from 83 to keep for the rest of the game. tweezers cost nothing to use so it could serve as an opening play for rematch71map right side (83+0+17=100 perfectly spends all your energy. element X gang   jk). but for left side, you can just not bring tweezers which are too fancy and go with the classic 17 83 to help right side enter the fianchetto thing... but speaking of using 17 83 to escape lower right corner spawn, that might actually be useful for/on a tournament map I remember... at a quick glance, just see 61 71 97 map

iirc while messing with -121, I incidentally saw it going thru stuff. so 11*19(>200 ik) might just project explosions further

nah it's just doubling. did a quick test and it worked first try 

ugh, I wasted way too much time trying to get the rng just right. dev plz release sandbox mode... I'm too lazy to learn how to set up a save state machine for unity games (idk how to do it in general)

seems I failed to put two screenshots in one post. I'll just post the other one before testing a bit 

(+1)

It would be nice to have extra effects on larger primes, but also extremely hard to design and balance. It would be much easier if high primes had an effect which is the same for all primes above 97 (at least, I think; the way the game is coded to check for factors might make it hard to check each high prime.)

I have an idea on how this could be generalized.

The first prime after 97, 101, has the effect of "play two 1 stones off of this stone": the first 1 must be played adjacent to the 101, the second must be adjacent to either the 101 or the first 1. (Or, if that's too complicated, 101's effect can just be "add two 1 stones to your hand"). 103 plays/adds two 2 stones, 107 plays/adds two 3 stones, 109 plays/adds two 4 stones, and so on.