Ty for the feedback! - In this version of the game, I think there isn't a hard coded max upgrade level. - Skipping items is a common request and I do agree with it. I think if I were to reimplement this, id give that option. - Destroying items should work different all together, like dropping the item on the trash can should do it. In a possible followup to the game, i'd rather have a drop off "inventory" that destroys it, instead of a "destroy mode" that you have to hover etc. - Yeah, that definetly is overlooked. Good point. And yeah, the game is balanced around no rotation.
ok 2nd comment wowzers,,,, I like this game a lot and agree that this is slay the spire tier honestly!! i'm not sure about your plans for the future of this game (if any) and I know promises in an itch comment don't mean much, but if this was on steam and was made into a full game i would 1000% buy it!!!!
I'm not a very good game designer but i have some balancing feedback as well,,; >w<
the VAST majority of my wins are with melee builds. thin dagger, shock axe, twin daggers, and repair piston are some of the strongest items in the game, to the point where they can consistently beat launcher spider with hardly any upgrades (especially considering how early you can find some of them, namely thin dagger). I really enjoy fire and shotgun builds but often feel railroaded into a melee build just because of how strong and easy to put together they are. my word is not gospel (obviously) but here's what i would change:
- randomize the choices of loot categories every run (I assume this isn't the case because of pico-8 technical limitations so it might be more of a nitpick lol)
- buff magazine and ap rounds to boost ranged weapons by +3, on par with rough whetstone.
- give shotguns the [ranged] tag so they can be boosted by the above items! (I feel like this is what makes shotgun builds hard to get going, combined with the fact that short blaster is the only one available in early game pools)
- remove the dull cutter you start with and replace it with a basic weapon choice (so that you aren't skewed towards a melee build at the start)
- balance the way loot items scale to put them more on par with each other. dull cutter, thin dagger, shielding belt, and repair piston get a 100% DPS increase with their first upgrade, while other items like short blaster only get around a 40% DPS increase. I feel like this is especially important for dull cutter (as getting a 12 damage 3.6 cooldown weapon before the first fight is a little insane) and shielding belt (because its scaling makes it almost always superior to its early game 2x2 alternatives, hand cannon and solder gun. hand cannon is good early game and all 3 of them scale pretty well but I find myself almost always going with shielding belt long term.)
- make the early game fire weapons (namely ignition pulser and flimsy torch) not suck so much ass
and thats about all i can think of!!! thank u so much for reading i love your game a lot <333
OOOOOO could also do like sts ascension type modifiers like "each enemy gets an additional random 1x2 equipment if it has room" ,,, or tags like some kinda reverse shock or something that deals extra damage to green health but less damage to shields maybe,,,,, awawawawa this game has so much potential ehehehe awa
This game is so addictive, only thing thats needed is endless mode.
Some minor suggestions would be more items with synergy, shop rerolling mechanic, exceptional and unique items that are useful as the ones offered are rarely viable once you gain access to them.
Thank you for such a great game, this is Balatro and Slay the Spire tier!
btw does anyone know what ignition actually does? I assumed it was a DOT, but if that's the case then the fire items' low numbers seem really underpowered compared to the weapons that just deal damage.
Great game, great fun! One thing I didn't understand until I read the help, was that you can combine items to increase their power. May I suggest that when you pick up an item, a highlight appears around similar items, so you understand that you can merge them?
Not suggesting a rework at this point, but for consideration in future similar situations I think the core UX would work a lot smoother if:
Upon beating an opponent and the loot choices sliding down, both the inventory and the storage slide up. This would obscure the view of the game area, but there’s nothing interesting there and bring all three item grids into view would eliminate the need to click the storage backpack so often.
Items should be scrapped just by dropping them on the trash can. It’s real annoying when you have nearly full inventory & storage, loot a new item you don’t want, and then have to mess around with shuffling items in & out of the grids in order to burn that item. In general, having to go into scrap mode and then click & hold on items is cute but adds nothing and only slows down the core loop.
It is intentional. Enemy sets arent balanced with players being able to obtain those items. For a bigger version of the game, this is something worth look into tho, seems like a very requested feature.
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Hey, really solid game! Been hooked on it lately. Well worth the price-tag. A few runs in, some feedback:
Edit: Would be cool if we could rotate tiles to make them fit, but I understand if that creates a balancing issue.
Ty for the feedback!
- In this version of the game, I think there isn't a hard coded max upgrade level.
- Skipping items is a common request and I do agree with it. I think if I were to reimplement this, id give that option.
- Destroying items should work different all together, like dropping the item on the trash can should do it. In a possible followup to the game, i'd rather have a drop off "inventory" that destroys it, instead of a "destroy mode" that you have to hover etc.
- Yeah, that definetly is overlooked. Good point.
And yeah, the game is balanced around no rotation.
Very short, but superb replay value. Well done 👍
1st Win, feels good.
Anyone get this to work on miyoo mini + w onion? I'm getting an error.
Genuinely such a fun game. Wish there were more games on Pico 8 with this level of polish!
ok 2nd comment wowzers,,,, I like this game a lot and agree that this is slay the spire tier honestly!! i'm not sure about your plans for the future of this game (if any) and I know promises in an itch comment don't mean much, but if this was on steam and was made into a full game i would 1000% buy it!!!!
I'm not a very good game designer but i have some balancing feedback as well,,; >w<
the VAST majority of my wins are with melee builds. thin dagger, shock axe, twin daggers, and repair piston are some of the strongest items in the game, to the point where they can consistently beat launcher spider with hardly any upgrades (especially considering how early you can find some of them, namely thin dagger). I really enjoy fire and shotgun builds but often feel railroaded into a melee build just because of how strong and easy to put together they are. my word is not gospel (obviously) but here's what i would change:
- randomize the choices of loot categories every run (I assume this isn't the case because of pico-8 technical limitations so it might be more of a nitpick lol)
- buff magazine and ap rounds to boost ranged weapons by +3, on par with rough whetstone.
- give shotguns the [ranged] tag so they can be boosted by the above items! (I feel like this is what makes shotgun builds hard to get going, combined with the fact that short blaster is the only one available in early game pools)
- remove the dull cutter you start with and replace it with a basic weapon choice (so that you aren't skewed towards a melee build at the start)
- balance the way loot items scale to put them more on par with each other. dull cutter, thin dagger, shielding belt, and repair piston get a 100% DPS increase with their first upgrade, while other items like short blaster only get around a 40% DPS increase. I feel like this is especially important for dull cutter (as getting a 12 damage 3.6 cooldown weapon before the first fight is a little insane) and shielding belt (because its scaling makes it almost always superior to its early game 2x2 alternatives, hand cannon and solder gun. hand cannon is good early game and all 3 of them scale pretty well but I find myself almost always going with shielding belt long term.)
- make the early game fire weapons (namely ignition pulser and flimsy torch) not suck so much ass
and thats about all i can think of!!! thank u so much for reading i love your game a lot <333
OOOOOO could also do like sts ascension type modifiers like "each enemy gets an additional random 1x2 equipment if it has room" ,,, or tags like some kinda reverse shock or something that deals extra damage to green health but less damage to shields maybe,,,,, awawawawa this game has so much potential ehehehe awa
This game is so addictive, only thing thats needed is endless mode.
Some minor suggestions would be more items with synergy, shop rerolling mechanic, exceptional and unique items that are useful as the ones offered are rarely viable once you gain access to them.
Thank you for such a great game, this is Balatro and Slay the Spire tier!
fun :333 I like watching numbers go up!!!!!!
btw does anyone know what ignition actually does? I assumed it was a DOT, but if that's the case then the fire items' low numbers seem really underpowered compared to the weapons that just deal damage.
Ignite values accumulate on the character! Every ignite tick, the target takes damage equal to its value and decreases the current ignite value by 1
Great game
@LokiStriker , is there a way to play full version on mobile? I've enjoyed building around "bot" items on PC, but i rarely use it
Great game, great fun! One thing I didn't understand until I read the help, was that you can combine items to increase their power. May I suggest that when you pick up an item, a highlight appears around similar items, so you understand that you can merge them?
Just beat it on the RG Cubexx!
very enjoyable and such a tight and concise game loop well done! Art style was amazing.
Really compelling game, like it quite a lot.
Not suggesting a rework at this point, but for consideration in future similar situations I think the core UX would work a lot smoother if:
Upon beating an opponent and the loot choices sliding down, both the inventory and the storage slide up. This would obscure the view of the game area, but there’s nothing interesting there and bring all three item grids into view would eliminate the need to click the storage backpack so often.
Items should be scrapped just by dropping them on the trash can. It’s real annoying when you have nearly full inventory & storage, loot a new item you don’t want, and then have to mess around with shuffling items in & out of the grids in order to burn that item. In general, having to go into scrap mode and then click & hold on items is cute but adds nothing and only slows down the core loop.
Just some thoughts. Great job!
Very enjoyable game! I have played many times.
Is it intentional that the loot table does not correspond to the equipment of the enemy?
It is intentional. Enemy sets arent balanced with players being able to obtain those items. For a bigger version of the game, this is something worth look into tho, seems like a very requested feature.
my first run
did i do good?