But I imagine this is a tough game design issue to solve. Basic minesweeper has a 'one-mine-and-you're-dead' design, and even with that and the occasional 50/50 a good player can solve most fields most of the time.
Relics, artifacts and health all make it easier to get through the game, so they are an excellent way to scaffold the learning and get newer players going. I really think you are doing a great job with making this system powerful and interesting.
However, making the basic game harder is way more difficult, especially without breaking the fundamental joy of the puzzle, or the ability to solve it at all.
I think you're on the right track with the curses, but only a few tap into the basic setup of the game (limited vision or more damage might be a hindrance, but the game is the same). I think the 'let's remove some tiles' works best, in that it forces a veteran player to reassess otherwise familiar setups. Maybe you can think of more curses (or just variations of the base game) in that line? Let me brainstorm some ideas (not yet filtered for quality or practicality):
an irregularly shaped outer edge (diamond, heart, etc)
tiles that show the amount of mines in radius 2 instead of radius 1
tiles that show the amount of mines in straight directions and not diagonal (so 4 out of 8 possible options)
simple '?' tiles, that are in the game but don't give information
moving bombs
uncertain tiles, that show the amount of bombs +/- 1
tiles that indicate a pattern. Like 'I' is that there are two bombs on opposite sides of the tile and 'L' means 3 bombs around 1 corner.
tiles that create bombs if the surroundings are left alone for too long
tiles that automatically flag bombs next to it when certain conditions are fulfilled
a bonus if there is a bomb-moving or bomb-generating system and you get a revealed tile with 8 bombs next to it (another way to make things harder is by adding additional goals/challenges, also like you're doing with the chests)
You probably have thought of many of these already, but I just liked doing a quick game dev exercise for myself ;)
Definitely one of my favorite new games an am eager to see it grow into a fully realised game. I love how the 50/50s can be worked around with the artifacts and the number swapping curses are brutally fun! My favorite relic is definitely the counting lens as it opens up a whole new avenue of thinking.
I was able to get this absurd run where i could re-roll level rewards 6+ times and choose 14 different items. probably totaled 200 re-rolls.
my one suggestion is that there is an endless mode after the end (eventually where minesweeper just gets impossible in vanilla) that is the true test of a certain build, similar to the games' inspiration: Balatro.
a couple bugs I found in 0.5.6: (sorry i got no screenshots)
when choosing level rewards with multiple rare candies, the game tries to add more after the skip button, easiest way to recreate this is with 2 rare candies for legendary relic level rewards. issue would solve itself as more relics get added but maybe there should be a limit on stackable relics such as the candy and the guiding flame.
some boss curses assume the game is in "do not count exploded mines" mode. example: when a bomb is destroyed in a 3x3 explosion, that bomb is no longer visible to surrounding blocks. i also think that exploded bombs should be more visible and look more like flags
this is speculation but i don't think the pure and soft blessings work as intended. The only curse nerf i encountered was 5x5 vision instead of 3x3. i like the idea of specific nerfs for each curse and each blessing though.
overall this game is so fun! can't wait to see where its heading. keep up the good work!
as you said the issue will eventually resolve itself as more items will be added, and I don't think adding a hard limit to those stackable relics is a reasonable solution, but decreasing their spawn rate after you reach a certain number could work, I'll look into it
the counting mode should be working fine, so I think the problem is exactly the fact that you can't distinguish from exploded mines and exploded cells; I already planned to use different sprites for them so that should solve it
I'll try to test them
Thanks for playing and I hope you stick around to check out future releases :)
my main source of duplicating relics was constantly re-rolling for the duplication consumable which is much cheaper than buying a relic. Keep having fun coding this!
Love the idea, combining two of my favorite time sinks from differnet eras of my life (roguelikes and Minesweeper)! I did feel like the game either never gets too hard, or takes too long to ramp up. I played for about an hour waiting for it to feel less like normal Minesweeper but I could still beat every level by playing normally and the powerups felt too passive in the sense that I wouldn't notice their impact and often forgot to use them to my advantage for the extra goals like minimum clicks, time and whatnot. I think the game is great and love the music and artstyle but it would benefit greatly from becoming a little bit more hectic a little bit faster.
I totally get your point, and initially the game was way harder :) but since the game rised in popolarity, many people found it extremely frustating, so I tried to adjust it accordingly to make the best experience for everyone. There's currently an hard mode unlocked for each class when completing a run in normal mode that should give some challenge, and more challenging modes will surely come in the future. Overall the game right now gives you a lot of resources to work with, I'm still trying to fine tuning that
Totally understandable! Balancing a game is really difficult, especially with so many random elements and different levels of player familiarity with this type of puzzle. I think the difficulty is actually great, but maybe it could ramp up just a little bit faster so that the powerups are more necessary?
In any case, great job! Amazing game that I'm going to wishlist on Steam, good luck with development!
I love the game, but I think some thing are kinda needed, like a better way to know where chests are. chests are kinda like things that are like "hey, you were an idiot and clicked on a spot with a mine, but don't worry I'm actually a chest!" and then give you a relic (and are sometimes more like "hey you clicked on a mine, but thats okay I'm a chest! SIKE IM A MIMIC!").
something i forgot to mention. you shouldnt be able to get Coined Heart as an option on the first level. I have gotten it first as a choice when I couldnt get it too many times >:(
I will say, (speaking as a playtester of sorts) that the times I typically get when playing good have constantly been twice the estimated time.
it also seems a bit off-balanced with there being so many relics and consumables that help you with reducing click count and not taking damage, (and I'll even count the radar as helping you go flagless, since it doesn't actually count as "using flags"), but pretty much only a single relic that helps you save time.
Thanks for the feedback; I agree that relics to help you reaching the objectives should be equally available, so I'll try to add more options for the time limit one
I don't think I've actually encountered it yet, but it would be great if there was some 50/50 protection if there isn't already. Otherwise 10/10 Wishlisted.
Mh, I can't guarantee that I'll add it for sure but I'll look into it, as it's something that frustrates most of the players even if they have a gazillion hearts lol I'll try to reach for that 10/10 :)
While I agree with you (since that was also how the game was born, giving you tools to bruteforce a minesweeper board), I get a lot of complaints about it so an item to grant that ability could be added without any downside really, but I'll probably need to add it in the starting pool of relics of the base game modes; "Hawk eye" was added to the game for the same reason
be careful, the combination of the relics that make your flags not count as clicks and your chords not count as clicks allow you to basically go clickless, so you'll need to account for that.
also, I should say, I do really like the way it works right now. it makes you have to think strategically of how to maximize coverage, and highly synergizes with bomb detonation effects. (personally I try to find 1's with many cells around them and cord them)
honestly, I might be a bit disappointed if you changed it.
So ummm, I may have gon a bit overboard with the infinite gold glitch and the game died when I clicked on this gigantic map TwT at least we now know what the limitations are
i think i have made the most op build for this game XD, you must keep upgrading your relic as oracle (for me it was to [reveal 20 tiles]) and get safe start aswell as mana heart so you can use your ultimate click a mine *get defended* use ultimate *get defended* and repeat till you win
sometimes having problems with which description shows up, haven't tested out much nor do I know how it works, but it seems to be the top two relics here have the description of the third. Love your game <3
(cursor is over the eye, showing description for the Supply Voucher, the third relic from the top.)
Love this Game! I've spent hours in the latest Windows release. A couple of notes:
1) Could the present level, perhaps an x/9 or even a road map, be displayed at all times? I can forget which stage I'm at when selecting things in the store or stage rewards, and that knowledge would inform what rewards I select. It also get confusing when the relic lowering stage difficulty is applied, and a couple of times the game ended when I thought I still had a level or 2 to go.
2) The number shuffle curse is by far the hardest, in part because sometimes it bugs out and a few tiles seem to keep their original values, not the shuffled number. If I find this again, I'll grab a screenshot.
I'll keep this in mind for the next release, as it'll change the map once again x) but this time will be something different, not just a layout change
if you mean that a cell with one mine near still remains a 1, yeah that can happen, I purposely leave it that way to confuse more, so it's working ahah
Thanks for playing and for the suggestions! I hope you'll stick around and enjoy the future releases too :)
Okay, so I spent 3 hours reseeding for the perfect seed, which I eventually got, and was able to get 10 discount things, making everything cost 1 coin, so I only worried about paying for rerolls. I ultimately acquired 10 Challenger tokens in one shop, and the game promptly crashed when I left it. I tried again on the same seed past the shop, and at the next shop, I got 23 tokens. Crashing again. PLEASE fix this. I want to play a 2000 by 2000 square board. Thanks!
I love this game to the moon and back – I keep coming back to it whenever I have 5 spare minutes and always have a good time. 😊
I think I’ve found a small bug with the level targets:
I cleared the board with a single click.
The result shows time: 0 seconds and clicks used: 1 (as seen on the left).
However, the game shows a target clicks: 1, and it’s not marked as completed.
The time target is correctly marked as completed, since I got 00:00.
Because I must use at least one click to clear the level, a “target clicks: 1” that requires strictly less than 1 click is impossible to achieve.
Maybe the click target check should be “less than or equal to” instead of “strictly less than”? I'll post a screenshot in the next comment since I hit the chars limit.
Thanks for the feedback! You're completely right, I'll fix this problem in the next patch :) and thanks for keep playing! It still amazes me that people are enjoying this so much
It's kinda intended to still get the reward if the flags are not manually placed. But I'm also reworking that ability, so hopefully there'll be no confusion anymore
i made a account just to wright this. Please add a endless mode 5 times now i've had a good run i dont care if it gets so hard i just want to go till i die please!!!! -good game 7/10 bty. oh also bug report : player madness doesn't remove shields metal detector randomly dose not do all it says even at the start. qol let me click stuff while my ability is going
Endless mode will come with the full release :) I've hotfixed the metal detector bug, thank you! I'll look into the other one for the next patch release
The game's really fun, I finished it with all classes. I found a few bugs, though:
- Golden Heart - gives 5 gold instead of 10 - Guiding Flame - only lets you choose up to the amount of options you have (relevant when rerolling). May not be a bug. - Mana Band - "start of the Stage" but recharges at the end - Rare Candies - Getting too many glitches the reward selection; shows extra items, plus a 2nd skip - Safe Start - Only works for 4 clicks - Soul Cluster - Costs 0 - Temporal Hourglass - Increases timer speed
Some balance issues, misc. (subjective):
- The Tracker's skill is not that useful if you're used to not using flags as it mostly puts them in already obvious places - Defender's Oath (uncommon) is much better than Shield (epic) - Maybe an item that actually rewards patience/slow playstyle could be nice if there's supposed to be no rush (e.g. additional gold at full health) - Or perhaps making the level reward be either Fast sweep or Perfect game/Efficiency but not both - Golden Hope - requires 10 empty hearts to equal Gold Pouch (same rarity) - Maybe an item for decreasing reroll cost? Although that might make Gambler less unique.
For a moment, I thought prices would go negative. I guess not :P
Wow, thank you for the detailed report! I'll fix the bugs asap.
About some balancing points:
The Tracker's skill is not that useful if you're used to not using flags as it mostly puts them in already obvious places
I see how it can be counter-productive to have the ability to flag cells if you adopt a no-flag style (which is rewarded), I'll try to rethink it.
Maybe an item that actually rewards patience/slow playstyle could be nice if there's supposed to be no rush (e.g. additional gold at full health)
More items that synergies with different playstyles will surely come.
Or perhaps making the level reward be either Fast sweep or Perfect game/Efficiency but not both
So that rewards are predetermined for each level? I think in the way it is currently every playstyle is rewarded with each bonus; of course if you focus on efficiency you might not get "fast sweep", but it's not excluded either so that you can get rewarded for that too if you complete it fast enough. In a previous version missed rewards were not displayed, but I think it's better to have them for two reasons, first you get to know which rewards are present without having to get them, second you can know by how much you missed the speed and efficiency bonus.
Maybe an item for decreasing reroll cost? Although that might make Gambler less unique.
That's already in the works with the 4th class (Merchant) :) it'll probably start with that relic.
Thanks again for the feedbacks, it really helps the development of the game right now!
Thanks for the reply and for the bugfixes, that was fast! Glad it helped ^^
So that rewards are predetermined for each level?
Oh, I re-read and I didn't phrase it too well. I meant that, while still having both options available, achieving both perhaps shouldn't reward you twice. But, then again, maybe rewarding a fast+perfect playstyle is preferable, and synergies might just address this issue. Besides, I never thought I'd get (somewhat) fast at minesweep, so that's a plus ^^
I'm looking forward to the updates and the new class!
PS: I could nitpick a little more, but I'm not sure how useful it'd be.
Loved the game, loved the music, esp. the shop theme (called Defeat apparently? For anyone interested it's in this paid music pack) Ovani Sound was really onto something..!
It'll be good if the stackable items(maybe also the hearts and shields) only display once, and the quantity just shows as an index. I assume it won't be that easy because you also need to handle the transfer of items.
The logic of the Discount Voucher is not right, I suppose it was designed to max at 50%, so maybe just changing the logic from 0.9^5 to 0.9*5 can fix it. (The ability of the Gambler is way too OP with this glitch.)
The validation of the maximum of some items is not restrictive; like you can just break the upper bound by using Echo Orb/Egg.
I'll probably implement the stack thing for hearts and such when they a reach a determined number, I was already thinking about it :) but I won't do the same for the Relics for now
Discount Voucher it's bugged, I just checked; I changed the description but forgot to change the value, so it'll be fixed in the next update!
Yeah probably it's skipping some check when it add Relics via a Consumable effect, will check that.
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fun game but so hard to use flags on Mac. I gave up after losing multiple times due to clicking when I was trying to flag.
I may have gotten a bug because even though I found all the bombs it won't progress to the next stage
Love many of the new features! The relics are way more interesting then a couple of updates ago, and play way better.
However, as stated before, for experienced minesweeper players it is a bit easy mode ^^
And you need more room to display relics in the victory screen :P
Thanks for the great updates mate! And have fun with development!
Trying my best to balance the game towards all kind of players, so it's normal for it to be easy for more seasoned minesweeper players :')
Did you also try hard mode? Its presence may not be very obvious UI wise lol
Yeah, this was hard mode.
But I imagine this is a tough game design issue to solve. Basic minesweeper has a 'one-mine-and-you're-dead' design, and even with that and the occasional 50/50 a good player can solve most fields most of the time.
Relics, artifacts and health all make it easier to get through the game, so they are an excellent way to scaffold the learning and get newer players going. I really think you are doing a great job with making this system powerful and interesting.
However, making the basic game harder is way more difficult, especially without breaking the fundamental joy of the puzzle, or the ability to solve it at all.
I think you're on the right track with the curses, but only a few tap into the basic setup of the game (limited vision or more damage might be a hindrance, but the game is the same). I think the 'let's remove some tiles' works best, in that it forces a veteran player to reassess otherwise familiar setups.
Maybe you can think of more curses (or just variations of the base game) in that line?
Let me brainstorm some ideas (not yet filtered for quality or practicality):
You probably have thought of many of these already, but I just liked doing a quick game dev exercise for myself ;)
Have fun with development!
Definitely one of my favorite new games an am eager to see it grow into a fully realised game. I love how the 50/50s can be worked around with the artifacts and the number swapping curses are brutally fun! My favorite relic is definitely the counting lens as it opens up a whole new avenue of thinking.
I was able to get this absurd run where i could re-roll level rewards 6+ times and choose 14 different items. probably totaled 200 re-rolls.
my one suggestion is that there is an endless mode after the end (eventually where minesweeper just gets impossible in vanilla) that is the true test of a certain build, similar to the games' inspiration: Balatro.
a couple bugs I found in 0.5.6: (sorry i got no screenshots)
overall this game is so fun! can't wait to see where its heading. keep up the good work!
Thanks for the feedback, much appreciated!
About your points:
Thanks for playing and I hope you stick around to check out future releases :)
I forgot to add that endless mode will be coming in the final release :)
epic sauce.
my main source of duplicating relics was constantly re-rolling for the duplication consumable which is much cheaper than buying a relic. Keep having fun coding this!
Love the idea, combining two of my favorite time sinks from differnet eras of my life (roguelikes and Minesweeper)! I did feel like the game either never gets too hard, or takes too long to ramp up. I played for about an hour waiting for it to feel less like normal Minesweeper but I could still beat every level by playing normally and the powerups felt too passive in the sense that I wouldn't notice their impact and often forgot to use them to my advantage for the extra goals like minimum clicks, time and whatnot. I think the game is great and love the music and artstyle but it would benefit greatly from becoming a little bit more hectic a little bit faster.
I totally get your point, and initially the game was way harder :) but since the game rised in popolarity, many people found it extremely frustating, so I tried to adjust it accordingly to make the best experience for everyone. There's currently an hard mode unlocked for each class when completing a run in normal mode that should give some challenge, and more challenging modes will surely come in the future. Overall the game right now gives you a lot of resources to work with, I'm still trying to fine tuning that
Totally understandable! Balancing a game is really difficult, especially with so many random elements and different levels of player familiarity with this type of puzzle. I think the difficulty is actually great, but maybe it could ramp up just a little bit faster so that the powerups are more necessary?
In any case, great job! Amazing game that I'm going to wishlist on Steam, good luck with development!
I love the game, but I think some thing are kinda needed, like a better way to know where chests are. chests are kinda like things that are like "hey, you were an idiot and clicked on a spot with a mine, but don't worry I'm actually a chest!" and then give you a relic (and are sometimes more like "hey you clicked on a mine, but thats okay I'm a chest! SIKE IM A MIMIC!").
something i forgot to mention. you shouldnt be able to get Coined Heart as an option on the first level. I have gotten it first as a choice when I couldnt get it too many times >:(
Chests as a mechanic will be improved on for sure, with more relics interacting with them :)
yippee!
I found an absolutely ridiculous seed lmao. 000064DBBA29 , I had TWELVE HEARTS (and still lost on the second stage))
could you double the minimum time for accessibility reasons? or at least have a setting or relic that does that?
Ye I already planned to adjust these objectives, should be reworked in the upcoming 0.6 release :)
I will say, (speaking as a playtester of sorts) that the times I typically get when playing good have constantly been twice the estimated time.
it also seems a bit off-balanced with there being so many relics and consumables that help you with reducing click count and not taking damage, (and I'll even count the radar as helping you go flagless, since it doesn't actually count as "using flags"), but pretty much only a single relic that helps you save time.
Thanks for the feedback; I agree that relics to help you reaching the objectives should be equally available, so I'll try to add more options for the time limit one
I don't think I've actually encountered it yet, but it would be great if there was some 50/50 protection if there isn't already. Otherwise 10/10 Wishlisted.
Mh, I can't guarantee that I'll add it for sure but I'll look into it, as it's something that frustrates most of the players even if they have a gazillion hearts lol I'll try to reach for that 10/10 :)
a lot of mechanics in the game are meant to compensate for the fact that you might get 50/50s. the game already has 50/50 protection.
While I agree with you (since that was also how the game was born, giving you tools to bruteforce a minesweeper board), I get a lot of complaints about it so an item to grant that ability could be added without any downside really, but I'll probably need to add it in the starting pool of relics of the base game modes; "Hawk eye" was added to the game for the same reason
your artifact is 50/50 protection
so, even though it doesn't count as a click, Safe Start (the flag relic) still counts it as a click? that seems like it should be a synergy.
I'll look into it, thanks for the report
be careful, the combination of the relics that make your flags not count as clicks and your chords not count as clicks allow you to basically go clickless, so you'll need to account for that.
also, I should say, I do really like the way it works right now. it makes you have to think strategically of how to maximize coverage, and highly synergizes with bomb detonation effects. (personally I try to find 1's with many cells around them and cord them)
honestly, I might be a bit disappointed if you changed it.
I think the threshold is fine, but I see how some cheap relics could make it totally trivial
Hi, I played your game and made a video about it. Just wanted to let you know.
Thank you! I appreciate it :)
Holy goated run
cleared in in quite literally the minimum possible number of clicks (edit: w/o items that reduce starting clicks, whoops)
incorrect. using the relic does not count as a click, making 0 easily possible (and quite easy with a certain relic)
There's no way to find chests if you miss the chest indicators at the start of the run, as they stop appearing later since they are common items
You're right, I'll try to better balance the chests mechanic in the next releases :)
I played this some months ago and i really like the updates since then! :) cool game
This game's name reminds me of a specific character from Gundam Build Fighters Try.... I wonder who it could be......
So ummm, I may have gon a bit overboard with the infinite gold glitch and the game died when I clicked on this gigantic map TwT at least we now know what the limitations are
This is what popped up lol
Unmatched levels of greed
I love this game so much its minesweeper and rougelikes combined :) two of my favorite things
I think i may have found a bug?
if you beat the game then reload, you can continue but you get stuck because you cant reselect the final boss
Definitely a bug :) thanks for the report. I'll fix it as soon as I can
Super appreciate the many updates. It's noticeable :]
i think i have made the most op build for this game XD, you must keep upgrading your relic as oracle (for me it was to [reveal 20 tiles]) and get safe start aswell as mana heart so you can use your ultimate click a mine *get defended* use ultimate *get defended* and repeat till you win
im worried this is too overpowered :D???
You must have not seen the dice xD
sometimes having problems with which description shows up, haven't tested out much nor do I know how it works, but it seems to be the top two relics here have the description of the third. Love your game <3
(cursor is over the eye, showing description for the Supply Voucher, the third relic from the top.)
This was a recurring problem during development, I thought it was gone for good. Does it happen frequently? I'll try to look into it further
Is it normal to play minesweeper with two mines?
WOOOOOHOOOOOO!!!
i've got all the relics and im only missing 6 of the consumables
now 2
Love this Game! I've spent hours in the latest Windows release. A couple of notes:
1) Could the present level, perhaps an x/9 or even a road map, be displayed at all times? I can forget which stage I'm at when selecting things in the store or stage rewards, and that knowledge would inform what rewards I select. It also get confusing when the relic lowering stage difficulty is applied, and a couple of times the game ended when I thought I still had a level or 2 to go.
2) The number shuffle curse is by far the hardest, in part because sometimes it bugs out and a few tiles seem to keep their original values, not the shuffled number. If I find this again, I'll grab a screenshot.
Thanks for playing and for the suggestions! I hope you'll stick around and enjoy the future releases too :)
Diabolical!
Okay, so I spent 3 hours reseeding for the perfect seed, which I eventually got, and was able to get 10 discount things, making everything cost 1 coin, so I only worried about paying for rerolls. I ultimately acquired 10 Challenger tokens in one shop, and the game promptly crashed when I left it. I tried again on the same seed past the shop, and at the next shop, I got 23 tokens. Crashing again. PLEASE fix this. I want to play a 2000 by 2000 square board. Thanks!
I'll look into it, I should be able to release the next patch this weekend. Can you tell me if this was in the web version or Windows?
The glitch occurred on the Windows version of the game
I love this game to the moon and back – I keep coming back to it whenever I have 5 spare minutes and always have a good time. 😊
I think I’ve found a small bug with the level targets:
I cleared the board with a single click.
The result shows time: 0 seconds and clicks used: 1 (as seen on the left).
However, the game shows a target clicks: 1, and it’s not marked as completed.
The time target is correctly marked as completed, since I got 00:00.
Because I must use at least one click to clear the level, a “target clicks: 1” that requires strictly less than 1 click is impossible to achieve.
Maybe the click target check should be “less than or equal to” instead of “strictly less than”?
I'll post a screenshot in the next comment since I hit the chars limit.
Thanks for the feedback! You're completely right, I'll fix this problem in the next patch :) and thanks for keep playing! It still amazes me that people are enjoying this so much
Keep up the good work!
YOU FOOL! CRYSTAL BALL GO!
Guys, don't pick shuffle orb when you have 20 or more relics. It crashed my game.
I'll investigate it, thanks for the report :)
hey um, on the collection the '!' isn't going away. I've clicked on everything and idk what happened
It's a bug related to the relics that are obtained exclusively with a consumable, I'll fix it in the next patch
ok thx
Have you considered making the requirement something like "use X or fewer flags" instead of "don't use flags"?
Not being able to use them at all just leads me to ignore the mechanic entirely, so that I always get the bonus for doing nothing.
I never thought of give a threshold to it, but now that you mention it you gave me some ideas :) we'll see what can I come with for the 0.6.0 release
Found a bug. If you use the metal detector, you still get the didnt use any flags reward at the end of a level
It's kinda intended to still get the reward if the flags are not manually placed. But I'm also reworking that ability, so hopefully there'll be no confusion anymore
Okay, that makes sense. Wasnt sure if it was intended to work that way or not
i made a account just to wright this. Please add a endless mode 5 times now i've had a good run i dont care if it gets so hard i just want to go till i die please!!!! -good game 7/10 bty. oh also bug report : player madness doesn't remove shields metal detector randomly dose not do all it says even at the start. qol let me click stuff while my ability is going
Endless mode will come with the full release :) I've hotfixed the metal detector bug, thank you! I'll look into the other one for the next patch release
The game's really fun, I finished it with all classes. I found a few bugs, though:
- Golden Heart - gives 5 gold instead of 10
- Guiding Flame - only lets you choose up to the amount of options you have (relevant when rerolling). May not be a bug.
- Mana Band - "start of the Stage" but recharges at the end
- Rare Candies - Getting too many glitches the reward selection; shows extra items, plus a 2nd skip
- Safe Start - Only works for 4 clicks
- Soul Cluster - Costs 0
- Temporal Hourglass - Increases timer speed
Some balance issues, misc. (subjective):
- The Tracker's skill is not that useful if you're used to not using flags as it mostly puts them in already obvious places
- Defender's Oath (uncommon) is much better than Shield (epic)
- Maybe an item that actually rewards patience/slow playstyle could be nice if there's supposed to be no rush (e.g. additional gold at full health)
- Or perhaps making the level reward be either Fast sweep or Perfect game/Efficiency but not both
- Golden Hope - requires 10 empty hearts to equal Gold Pouch (same rarity)
- Maybe an item for decreasing reroll cost? Although that might make Gambler less unique.
For a moment, I thought prices would go negative. I guess not :P
Wow, thank you for the detailed report! I'll fix the bugs asap.
About some balancing points:
I see how it can be counter-productive to have the ability to flag cells if you adopt a no-flag style (which is rewarded), I'll try to rethink it.
More items that synergies with different playstyles will surely come.
So that rewards are predetermined for each level? I think in the way it is currently every playstyle is rewarded with each bonus; of course if you focus on efficiency you might not get "fast sweep", but it's not excluded either so that you can get rewarded for that too if you complete it fast enough. In a previous version missed rewards were not displayed, but I think it's better to have them for two reasons, first you get to know which rewards are present without having to get them, second you can know by how much you missed the speed and efficiency bonus.
That's already in the works with the 4th class (Merchant) :) it'll probably start with that relic.
Thanks again for the feedbacks, it really helps the development of the game right now!
Thanks for the reply and for the bugfixes, that was fast! Glad it helped ^^
Oh, I re-read and I didn't phrase it too well. I meant that, while still having both options available, achieving both perhaps shouldn't reward you twice. But, then again, maybe rewarding a fast+perfect playstyle is preferable, and synergies might just address this issue. Besides, I never thought I'd get (somewhat) fast at minesweep, so that's a plus ^^
I'm looking forward to the updates and the new class!
PS: I could nitpick a little more, but I'm not sure how useful it'd be.
Really fun, and really easy to break the game rn, needs a lot of balancing
I wishlisted it on Steam because I really love roguelike games, but my only question is: will the game be free?
It probably won't be free, but the idea is to keep the price low, around 3$ or so :)
Loved the game, loved the music, esp. the shop theme (called Defeat apparently? For anyone interested it's in this paid music pack)
Ovani Sound was really onto something..!
Yeah that's it, Defeat from Chiptune vol 1 :) another music used from that pack is Cool Action, the rest it's all from vol 2
It'll be good if the stackable items(maybe also the hearts and shields) only display once, and the quantity just shows as an index. I assume it won't be that easy because you also need to handle the transfer of items.
The logic of the Discount Voucher is not right, I suppose it was designed to max at 50%, so maybe just changing the logic from 0.9^5 to 0.9*5 can fix it. (The ability of the Gambler is way too OP with this glitch.)
The validation of the maximum of some items is not restrictive; like you can just break the upper bound by using Echo Orb/Egg.
But anyway, it's a great game, enjoyed it ;)
I'll probably implement the stack thing for hearts and such when they a reach a determined number, I was already thinking about it :) but I won't do the same for the Relics for now
Discount Voucher it's bugged, I just checked; I changed the description but forgot to change the value, so it'll be fixed in the next update!
Yeah probably it's skipping some check when it add Relics via a Consumable effect, will check that.
Thank you!
Its really fun rigging this game, should probably make defenders oath epic at least.