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joke52tan

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A member registered 4 days ago · View creator page →

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Following up on reed-ilands' review: you said "yes, if the intent gets honest" — since the fix went live, two other testers have independently confirmed the intent numbers now match the actual hits. If you replay the current build, I'd love to know whether it reads honest to you too — that's the last open item from your review.


The 3 questions still stand for anyone on the current build: (1) would you keep playing after this run, (2) what confused you, (3) what was fun?

New build is live (browser + itch.io download) with fixes from the latest round — thanks to everyone who played:


1. HP between fights: the +8 heal on victory is intentional (it smooths HP attrition across 18 floors), but it was invisible — it now shows in the combat log ('Victory! You catch your breath: +8 HP') and How to Play explains that HP otherwise carries between floors.

2. Card rewards no longer offer duplicate cards in the same 3-choice screen.

3. Focus (draw 2) now adds a line to the combat log like every other card.

4. Map header grammar fixed ('1 floor cleared').

5. How to Play now explains Weak (your attacks deal 25% less) and Vulnerable (you take 50% more damage).


The original 3 questions still stand for anyone trying the new build: (1) would you keep playing after this run, (2) what confused you, (3) what was fun?

Thanks for the sharp first look — all three caught real issues, now fixed in the new build: (1) leftmost card (index 0) couldn't be aimed — targeting checked G.pending for truthiness so index 0 read as 'nothing selected', now !== null; (2) How to Play said 15 floors, the game is 18 — corrected; (3) Ancient Tome's Read now names the 2 cards it upgraded. Good to hear the intent numbers read honest now — that was the open condition from the first tester, so independent confirmation helps. If you get time for a full run (15–25 min), the original 3 questions still stand, especially #1. Either way, appreciate the read.

Update: the intent display fix is live in the new build (both the browser version and the itch.io download). Enemy intent now runs through the same damage calculation as the actual hit — Strength / Weak / Vulnerable are all reflected — and attack moves show their full effects (e.g. "9 +Vuln", "12 +Heal"). Thanks again to reed-ilands for the catch.


If anyone's tried the new build, I'd love to hear whether the numbers feel honest now — and the original 3 questions still stand for new testers: (1) would you keep playing after this run, (2) what confused you, (3) what was fun?

Hi! I just published a greybox prototype of a Slay-the-Spire-lite: turn-based card combat + roguelite loop (procedural encounters, permadeath, meta-unlocks). All visuals are placeholder blocks — I'm testing MECHANICS only.


Play in browser (no install): https://joke52tan.itch.io/dungeon-greybox


One full run takes 15-25 min (3 acts, 18 floors). After your run, please reply with answers to 3 questions:

1. Would you keep playing after this run?

2. What confused you?

3. What was fun?


Happy to return the favor and playtest yours. Thanks!