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Pawnbarian

Build a deck of chess moves and beat up some goblins. · By j4nw

Bugs and requests Sticky

A topic by j4nw created 38 days ago Views: 108 Replies: 8
Viewing posts 1 to 5
Developer (1 edit)

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(3 edits)

Bug(?): 

Moving a splash piece onto an adjacent square currently does not kill cornered/against-the-wall goblins, even though they cannot "run away".  (Ex. moving to B1 with horizontal/vertical splash when goblin is A1)


Blightsack tooltip says that it leaves blight on all adjacent squares upon death, but only leaves it in diagonal squares. 

(I would personally rename blight to toxin/scourge/plague, as having blight matron, blightsack, and blight(power) can be confusing to refer to).  Also I think you could experiment with having the blightsack death effect only last one turn rather than be permanent. 


Request:

I like your idea of having hard unlockable dungeons. These could give permanent upgrades to a "campaign deck" that you have. 

Imagine a campaign where you start with a completely vanilla deck, and continue with the same coin/upgrade system as in this game, but is initially too difficult to beat all floors/worlds. Once you lose, you have to start the campaign from the beginning. By doing hard side dungeons, you can unlock bonuses to this deck whereupon restarting the campaign, your deck is stronger to eventually make it to the end of the campaign/world.

Bonuses ideas:

start campaign with +1 heart  (passive)

all power-ups cost 1 less coin (passive)

+1 coin per floor (passive)

start campaign with an additional splash/shield/cantrip power on a piece (passive)


These bonuses to the campaign deck can either be "beat this hard side dungeon and get permanently get this power-up", or could be "you beat 7 floors on this run of the campaign, you get 7 shop tokens to spend in the upgrade store tab".

The campaign over world could be similar to Mario, and once you reach the end of the world, you receive a checkpoint and the next loss restarts the campaign at  lvl 2-1 instead of lvl 1-1.


Just spit balling ideas here, easier to imagine than to implement. Not expecting anything of the sorts! 

Developer

Thanks as usual!

Moving a splash piece onto an adjacent square currently does not kill cornered/against-the-wall goblins, even though they cannot "run away".  (Ex. moving to B1 with horizontal/vertical splash when goblin is A1)

I'll keep an eye out, but I couldn't reproduce this in many different scenarios. The interaction between Splash and Nimble seems to consistently work as expected, and I can't think of any possible timing issues/race conditions either. If you notice this again, writing down the exact board setup would be super helpful.

Blightsack tooltip says that it leaves blight on all adjacent squares upon death, but only leaves it in diagonal squares.
I couldn't reproduce this either. Blightsack's normal horizontal+vertical attack gets instantly replaced by the Blight, so there's no change in the amount of attacks there, only the corners grow by one. Maybe that's why you thought that? I'll work on communicating the Blight with a separate graphic.

Not sure if this falls under a bug or request, but your turn shouldn't immediately end when you're out of move points if you have a cantrip in hand.

Developer

Thanks. This is working as intended, Cantrip is already extremely powerful as it is. I'll reword it so it says that it repays the move, rather than makes it free.

Great game!  Since the last update, clicking the red "x" upon finishing the game no longer seems to work to reset to the main menu if the window isn't fullscreen (in browser). 

Developer

Thanks! That's bizarre, everything seems to work fine on my side, and I didn't really change anything compared to the old version, other than the button placement. It's a very straightforward piece of code. I appreciate the report, I'll keep an eye on any more reports.

So, after winnig a game, i'll start to move (with a knight) and then a final floor restart.
I don't know if a bug or "feature" :D

Developer

It's both, it ended up in the original version by complete accident but I decided to leave it in as an easter egg, with all of its buggy jankiness in place. You can actually keep beating that stage forever!