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(+1)

This was extremely fun and the music is great! 



These are of the same run btw, I just had a big deck.

(+1)
I believe I've managed to get the richest run posted in the comments yet ^^
Beat me!



Do you mean total resources or more ore, ill post my good runs both ways though

(+1)

I like the graphical update!

(+2)


finally beat it

(+1)

Great game, the update looks really good and the graphics, as well as gameplay, have improved a lot. 10/10 would play again.

(1 edit) (+1)

Wish it would go on longer : (

Nah it probably is the right length. Especially due to how many times you give it a go.

Video game sounds tracks are so great these days. I hear Kavinsky influences obviously (grrr what Drive did to games XD) but also Peaking Lights and Washed Out : )








(+1)

It was good, was able to play my deck almost every time if I didn't get all ores and a spade in starting hand

(1 edit) (+1)

My best run so far axe is still a top teir card but i actually saw its downside of having the draw being conditional I mitigated it when possible by doing stuff that would normally feel dumb like using a axe on a geode a few times but well the results speak for themselves  

(+1)

I am not really sure I like it. The only thing I figured out that work was ugprading your starting resources, stack card draw, buy two extra turns and be on the look out for strong cards lategame.

Whenever I tried to get fancy, buy resources or card that have synergies, I end up with a bloated deck that falls appart entierly if I dont draw the correct combination of cards, and with so few turns to draw what you need, and so many cards in your base that just turns into filler, its almost impossible to get them rolling.


Resources arnt always bad to buy but it makes sense that adding to many would be bad, theres many zero cost effects and anything that doesnt draw makes it take longer to get repeated value out of them.

Score is way more important then ore, its more brick resistant if you waste a bit of energy getting too much score while not ideal it wont lose you the game unlike if you greed to much on ore, more score makes you more free to upgrade cards and focus on ore while being ahead of the score curve.

Geodes while not as good as helmet or ingot are very cheap to buy so if you can afford them even if they suck technically theres very little downside to taking them they are cheap cost 0 and replace themselves they add potential synergy later for example kaz resources ( the +5 per resource played) or from mole and just general little bonuses and when upgrading they are a decent target because every round you see them you will play them.

Meteorites are good basically just a resource that you will always play when you see it, great synergy with draw. 

Kaz resources are very good (esp score) in paticular early but also late, good synergy with meteorites geodes Axes are very good with them to play a resource and also look for more zero cost resources with them

Amber resources are generally good (tiny amount of anti synergy with axe but still playable even then) 

Gems are good if you commit to them but they wont fit into every deck they play nice with tools to bypass the energy cost and cheap upgrade options (lenses and aquifer)

I think quartz is a noob trap though because good decks basically play every card in the deck every turn and your upgrades are half value if not playing them but i could see them working i just think they are weak overall
(+1)

sorry to hear that. this is the very first version of this demo, and now that i have way more playtesting data than before, i can hopefully improve the balance. i am looking to reduce the reliance on super specific draw orders for certain builds too. 


what difficulty were you playing on, and which cards were you buying that felt weak?

it would be interesting to add a special resource that you get for each ore you put in before meeting the score requirement. maybe just more ore.

(+1)

the existence of synergies makes the optimal strategy much less rng focused by allowing multiple options to hone their strategy. Also, increasing the base value of ores with a lesser increase in the amount of base ore scaling encourages multiplicative scaling in the early game, as opposed to additive scaling which would previously be best for the first few rounds.

also, I like the new ore synergy! and making wrench scale on tools makes it much more interesting, since it is no longer naturally synergetic with actions (typically most actions give energy and card draw). similar things can be said about waterfall.

thank you, glad you are enjoying the new version <3

(+1)

Yay a new version!

(+3)

Bug view

I found a bug!

If we press the “End Turn” button and immediately restart the run by pressing “Settings → Restart Run”, then 10 cards will be drawn from the draw pile at once periodically

(+1)

thank you! i will have this fixed in the next patch

(+3)

The cards used to have "tool" or "action" written directly on them. I am colorblind, so now they look identical. (I'm assuming the strip of color around the edges are blue and purple?) Every time I want to assess the difference, I have to mouse hover or memorize a card. The shapes and borders of the ore and scorium aren't far enough apart either.

Visually, it looks good, but it needs to be functional too. 

(1 edit)

you are correct that tool cards have a purple outline and actions have a blue outline. I think having a colorblind option with the full word or first letter on the card makes sense. Though if you didnt memorize what the card did you probably shouldn't be playing the card without double checking what it does. Tools all need to be used directly on a resource and actions are all used without targeting anything for example even though aquifer upgrades your resources because you dont target anything its a action.

thank you, this is super helpful - i have a colorblind friend who helped me with the accessibility of the new art style, but i understand that it's not enough yet. in the final version, i would definitely like for you to be able to have a totally smooth experience playing the game.


in the next big patch, i'll include a new option to add a symbol onto cards that indicate their type with shape language instead of just color. then hopefully, down the line, i will have time to add full colorblind mode options. is there anything else that would help you? or it is just differentiating card types that give you trouble?

(+1)

Double coding. You need something that's not a color to help distinguish. Artwork is a big part of it, and the ore / score both look very similar.

The difference in the diamond and the circle are only the pixels that make up the tips of the corners of the diamonds. They don't have incredibly distinctive silhouettes. Triangle and circle? Star and square? Try some different combos of shapes.

As for the artwork, they both have a blue core, and some small specs that give their color. (which... the bronzy yellow and muted red are vaguely similar). I wish the overall shape of the ores were much different, or just different objects all together. But they don't have to be similar; and this is your world to make. One could be rocks and the other jewels. Go even more out there; one mushrooms and the other diamonds! 

There's an app I always like to recommend people; Chromatic Vision Simulator. You can use your smartphone and see a little more clearly (or not :P) what I'm talking about with regard to colors. I always recommend double coding things; if you put it in black and white, how can you tell them apart? If the answer is "you can't" then you're making something 1 in 20 people will struggle with. 

You're welcome to reach out here or another platform, same username. Happy to discuss and help where I can. 

Drill go brr also i really should have had some draw and energy to make it more consistent but i wanted energy before draw because otherwise it would brick me from the drill combo also was really focusing on removal 

(6 edits) (+2)

Some thoughts on the current balance I have a few cards that i need to test more like drill to have a proper opinion on but have tested a lot
The geode cards are kinda a joke because you spend so long to upgrade and them for them to turn into a helmet / ingot I think that something needs to change maybe something like using a geode buffs it by 1 at the same time? Could also nerf ingot and helmet but im not sure thats needed but honestly i think people would take them if they did 5 instead of 10 but that would still leave them better then most geodes.

Meteorites are in a weird spot for me I think they have some potential to brick you but the 0 cost can make upgrading them feel a lot easier then normal resources

Quartz (thats the retain one right) eating into your draw really hurts its viability especially because when you get a good deck with a lot of draw it effectively makes them just worse then regular resources because the upgrades are getting half effect if you have good cycle and if you want to get rid of them without wasting your whole turn you need a tool so it seams like its just a early game trap.

Cave cat seams almost unplayably bad i haven't tested it directly but looking at numbers its quite bad.

Jerboa targeting random might be possible to make work with very careful deck manipulation but it seams like it would never be worth the effort compared to screwdriver and thats already kinda bad compared to lenses i would suggest nerfing it to +2 but make it hit 2 targets instead.

this isnt directly a balance thing but theres a tactic that i do quite often thats quite strong but feels really stupid, When you have the option to draw for no reason a lot of the time thats going to be a good idea because you play all your good cards first so they end up in your discard pile that often means you get like 3 resources at the end of your deck so very likely to brick on your next draw so to help avoid that its optimal to check if you have draw in your draw pile and if you dont waste a bit of energy to not brick. 

 

(+1)

I think the Geode cards are balanced by low ore cost in the shop.
I consider Scorium Geode generally a higher buy than Helmet for this reason.

I've had poor results with Quartz due to the blocked draws.
I've won (on Adventure) with pumping Scorium Quartz as my main strategy but it felt more like I was winning despite the Quartz than because of it.

I've tried Cave Cat and never won with it. I think generally anything that costs 2+ has to be pretty bonkers to be viable. Cat can get large but if you're pumping your deck full of random junk to make it happen then you draw the Cat less often.

I think Lens & Prospect pretty much cover upgrades & I don't buy any of the other upgraders unless I have some unusual build that really needs them.

thank you for the thoughtful feedback on balance! i will definitely take this into consideration when making the balance patch

(+2)

Only bought one card , the mole, this run

The more I play the more i like torch and i already really liked it once i read it the flexibility of energy vs draw makes it very good much less likely to brick you and is also useful in all stages of the game 

took a few tries, I almost won another time but messed myself up by waiting too long to play a shield

(2 edits) (+1)

lol my build was so good, but despite that i almost lost because i bricked the last turn lol. Thankfully i played it safe and got all the score needed on the second last turn instead of being even more greedy then i was lol
I think the gems are quite good ( esp the score version) if you have high energy generation also plays really nice with axe and shovel I was kinda surprised by it because i didnt find what i was looking for at the start (mineshafts)

(+1)

Finally nailed it ! 

Great improvement since the first version, keep going !
(+1)

Sometimes, things just fall in place.

(+2)

It appears that aquifer isn't properly upgrading ores that get bonuses when upgraded.  I used an aquifer on ore corite and I only got +1 to it

you are right - thank you, i will have that fixed in a future patch!

(+1)

I actually find this much easier than the old version. combining mine shaft and escape rope makes it pretty easy to get score and ore with far fewer cards and no need of the wrench 

(+1)

(+3)

Beat it on brutal.  The seeming lack of bats and fish make it somewhat more difficult to get mine shafts going, but the new update does still seem to permit action-focused runs via e.g. the creature and helmets/minecarts. The new resource cards are a huge improvement, imho, and the art is more professional, though some of the charm of the aesthetic of the older version has been lost.  It seems an upgrade overall, which is pretty rare for updates to games nowadays. Well done.

thank you! i'm glad you enjoyed the new version <3

(4 edits) (+1)

Just like the previous version, the game is very polished and feels great to play. I wishlisted it right away and hope there's a lot of additional content that goes beyond the demo. But I also want to add my two cents regarding the balance of the game.

I know this will come off as a bit strong, but I've been getting this nagging feeling that there is pretty much no depth to the game. As far as I can tell, there are only a handful of strategies that can get you all the way to the end. While the rest, even if they turn out optimally (which they don't most of the time), will fall apart 3/4 in. Or even way before that. 

Most cards simply don't scale quickly enough to keep up with the increasing requirements. Sometimes I feel like I'd need about 3-4 additional levels before I could actually get a proper engine running. The runs are simply too short and don't allow you to mess up in any way. Which makes most strategies useless if you actually want to finish the game.

I'm not sure if this is a case of "the game is simply difficult". Because almost every single time I lose I feel like I didn't even stand a chance. So I just repeat the same two strategies over and over that actually do work. But they are so much better than everything else that I'm not sure this can be fixed by changing some numbers. There's a fundamental design issue here where the gameplay loop doesn't allow for any cards that don't scale by least 50% every single round.

Additionally, I'm a bit disappointed with the variety of synergies. The strategies seem to be very clear-cut and I haven't found a single interesting synergy so far. It always feels like you're trying to get to the exact same endgame build. The available cards are simply to specific and require very specific other cards to get to their full potential. I feel like there should be a more "freeform" approach to card design, that allows you to actually mix and match different cards. Right now, as soon as I pick my first card, 90% of the other cards become mostly useless.

I realize this seems like a lot of negativity, but I really like the game and want it to succeed. So I hope this helped in one way or another.

By the way, not sure if it's just me, but this whole "flow state" things strikes me as really weird. Not sure why you chose to go with that angle.

thank you for the feedback! this is only the first version of the demo, so now that i have access to all the public feedback and more playtesting data, i can make positive changes and hopefully improve the balance with each update. could i ask which difficulty you played on?

I mostly played on Adventurer. Also tried the other ones, but I thought this was the intended way to play the game, so my comments are based on that difficulty.

(+1)

I have only played Brutal and I have not had even close to a failed run yet so have been setting my own challenges currently trying to get to 3k score and ore, granted in the old version I could easily pass 20k of each, but the challenge level is not what it once was, the choices you made early before could really come back to bite you at the 35 level. Would be nice in the full version if there were a path to upgrade cards other than ore and scoreium and possibly ever path options to the core with something like 'one less turn this way but ore doubled' and such. or even the card set not fully unlocked so for something like screwdriver you need to spend x ore to unlock it forever. Good game still.

(+2)

Love the update to the game! Seems like there are more viable strategies now which is great, and the new ore types are really cool and welcome change.

After a few wins, I just played a low economy game in which I was able to just squeak by with just upgrading, a few helmets, and a really slim deck lol.

(+3)
Who needs Balatro? Hyped for the steam release

cracked

(+2)

Axolotyl saved the day! I got this one by 2 gold. Didn't get the win tho :(

Can you make it full screen? It's annoying to keep zooming out every time I want to play.

if you are playing on desktop, it should fullscreen automatically - if you are on web, it wouldn't be available, but i will try to add that feature in a future update!

(+3)

First Brutal win. Goated game!

(+2)

This is the best game since sliced bread

(+4)
First win! Low ore, all-in on the CUBE.
(+1)

big cube 🟨⛏️

(+2)(-6)

80% of runs are lost in the first round - if you don't get the 2x ore required each turn not much point in playing on (you'll miss out on the +1 turns). More restartminer than retrominer. It's not so much 'a difficult game' as an unbalanced one - if you can tweak the balance I think it would be great, but right now most strategires and combos are irrelevant, they are overwhelmed by the "play it exactly one way or else you are guaranteeed to los", making it more of a puzzle (second-guessing the designer's preferred combo) than a game.

(+1)

i’m sorry to hear that ^^ this is the very first version of this demo, i plan to address all player feedback and balance in future updates!

(+2)

I'm curious to know what you think is the one way to clear the game, bc I highly doubt it's the setup I steamrolled with lol

(+1)(-4)

Love the downvotes. If you do the maths, most cards in the game are completely useless - because of the artificial limits there is a very low maximum number of turns that can happen, a very low number of reshuffles that can happen, which breaks most cards (they would work fine in a normal, non-limited, game). Only a very few actually scale as fast as the game increases the required limit - if you stick it in a spreadsheet issues like this become much easier to see.

(+3)

it honestly looks and plays amazing. you can tell how much heart and hard work was put into this

(+1)

thank you <3

(+6)

This does seem to be a lot more balanced than the previous version,  and the lower difficulties make it a lot more accessible.  Previous versions were almost 
completely dominated by decks that revolved  around wrenches(IIRC) , but the introduction of 0-cost cantrip ores and 0-cost cantrip upgraders gives ores a fighting chance.

(+2)

thank you! i was really trying to address all the feedback on those things from the classic version!

(+2)

Played through the relaxed and adventure difficulties a few times each already, getting a feel for all the differences from the original and really enjoying this new version!! Love the art of all the lil creatures <3 and the new resource types. Super excited to experiment with everything!

(+4)

what an amazing overhaul!! super looking forward to the full version and being able to play on steam :D

(+4)

WOWW what an upgrade. This looks and feels so much nicer than the first version! I really really am enjoying the new cards. They all feel very intentional and nice to play with. The new art is also AMAZINGG. You did such a wonderful job, I can't wait to see more updates in the future!

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