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CheddarRat

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A member registered Mar 19, 2020

Recent community posts

I tried this game 2-ish years ago and had a lot of fun with the mage. Very strong mechanics!

This week I've tried a few runs of the newest version and I feel mixed. I miss the electric monsters that zoomed across the field, but I assume they're being saved for other dungeons.

The part I -hate- is the new plant enemies. Almost every run I've had was ended by getting rooted in a spot where I couldn't attack, and I couldn't draw the correct card in time. I'd suggest either A) changing their cross-shaped AOE to an X-shaped AOE so when they aim next to you you don't get hit, B) making them inert every other turn so you don't get rooted several turns in a row, or C) both. I think A and B might not actually be enough when you enter a room with 4 plants.

That being said, I'm having a lot of fun up til that point. Please fix!

Ok, I guess I mainly did just comment to brag...

The 1-length cards are usually the best, so I use my 3-length cards as soon as I can, and I get the short schuss and ripping cards whenever possible. Later I get a snow bomb.

I noticed that you get extra points for hitting multiple sticks/rubble in a row so I'm always looking for those! I usually end up between 30-50 but I was just really lucky that run.

Spent forever trying to get past the 50s then suddenly had a 84 point run. Exhilarating!

I'd love to see different modes like a zen more, or one where you can hold more cards in your hand.

I found you on Twitter so I sent a link there!

Thank you so much for this game!  I got mildly addicted to it in the previous version (1.2) and was very excited to see this come out.

I actually took a ton of game testing notes this time including a spreadsheet detailing my approach to 8 different runs, and which enemies I encountered.  If you'd like I could share the entire thing but for now I'll just post the highlights.

The first time I met the boss queen bee I was low on health and died immediately. The second time, I knocked the queen bee down about halfway before dying, but hadn't quite figured out what the marked spots and honey did. The third time, I figured out exactly what was going on, which made me excited to get back to it the fourth time, which is when I finally won. That was around run #20 (I've attached the FIN sheet to that run).

I've figured out how to beat the healing moth easily by saving the right dice for a few turns and attacking all at once. But a lot of players might not figure that out. I notice that it never appears on the first floor anymore in this update but it still comes in on the second. At first I thought you could push it back a few levels, but that only helps if the player consistently upgrades dice in the first couple levels to have a better shot at beating them.  Instead, I'd probably lower its healing capability slightly, or give it 10 HP instead of 12.  By the way, I personally don't have a problem with it now that I know how to beat it but I worry an enemy like this in the early stages of the game will cause some players to quit.

The first time I faced an axe bug, he was the only opponent. I think that's good for a player meeting a new enemy for the first time, especially one as difficult and complex as this guy.  In later runs he wasn't alone though, which would have been annoying if it was my first time seeing him.

The blocker beetles look interesting but they don't really change how I play - there's still plenty of room on the board to place dice. What if they also block the path of your boost dice? I imagine the boost dice's power travels through the grooves of the board, so if a blocker dice is in the path of a 2-4 level boost dice, it negates it?

I'd love to see new dungeons with different boards! The current board is spacious and open but you could try different boards like long skinny ones, or very small ones, which would lead to using different tactics.

I've noticed I subconsciously place defense dice on the left half of the board and attack dice on the right half. I wonder if that could be used in some way, perhaps on other boards?

After my successful run, I decided to try some runs where I limited my dice bag to just 7 or 8. It turns out this is a great strategy as I immediately won my next two runs in a row. In fact, I think it's an overpowered strategy... I'd either find a way to disincentivize removing dice, or make it harder or impossible to do so. Otherwise, it makes it feel like the "correct" way to play the game if you want to win, and I think you should be able to win with other strategies too.

That's all I have for now... if you want to see the more nitty-gritty side of my notes let me know!