Maybe I shouldn't play a push your luck game when I'm a bit unlucky lol
I noticed and was shocked when I did that the hammer strikes are slower, as if being more careful at higher tiers.
Anyways, some feedback:
1. Delivery Bonus can by itself give someone infinite strikes. Especially since we're going into the millions of gold near the end of the game, spending a thousand for 70 strikes is an insanely good deal. I've thought of 2 possible adjustments to put this in line: A. Make it require the sword being sold for at least a certain % of market price (possibly 70). or B. Just make it so training swords don't get the bonus.
2. The runs (at least how I've been playing them) feel like the main problem is having very little control over how +27 to +30 goes. Especially with Mythical swords halving all bonuses to my chances, I feel like I need to save wards and lucky dust specifically for that tier. I'm not too sure if there is a fix here, the scaling costs in the shop seem to imply that players are supposed to save those for later.
3. Grit is kinda useless. Let's say I have a 90% chance of each upgrade in the trial tier. There is a 34% chance for a sword to get through without dropping. If I were to go just from +12 to +19, I have a 43% chance for no drops, while I don't want to calculate the chance going from +10 to +19 uses both of Grit's charges, I don't think I need to. It negates 2 drops per run. So if a player goes from 0 to 29 twice, it's almost certain Grit isn't doing much. I think the simplest fix is to make it work twice per sword.
4. The wall of engravings could use something to indicate which ones I can buy without having to hover over all of them
