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Kaolver

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A member registered Aug 01, 2020 · View creator page →

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Thank you so much for the feature and the review!

Hi, thank you for the kind words! There really is a lot of room to take this kind of idea in new directions. If you do start working on the game and want any feedback or playtesting, feel free to join the Discord and contact me! Would love to exchange ideas with like-minded people and share what we learned making NULL RUSH! or how we approached game design while doing so o7

Yep! You are completely right. We have actually already revamped all the bosses and added new bosses in our latest playest version which there is currently a public playtest on itch! Would love to hear your opinion on the new boss designs too! https://kaolver.itch.io/null-rush-version-02

Thank you for playing and commenting!
The PvP mode is also a race, so outpacing other players is another way to "attack" them. Which is why a constant health decrease felt like a needed addition when you fall 3 or more stages behind the leading player. In a way, I hope it is manageable, since unless you fall too far behind, hitting zero negates most of the tick damage from falling behind.

The timer on the ice boss is one of balancing changes we will do in the next update that will come soon! Bunch of new special cards will also come! Thank you for playing and commenting! 

Well, currently two main things affect it:

How much you drop at once, and from how far to zero this drop was.

Your combo multiplier, which is tied to back-to-back decreasing of the counter (or more accurately, getting closer to zero. So in the negatives, plus cards also affect the combo), and is broken by an increase of the counter.

Also we will remove the cap for the max allowed counter number in version 0.2

And yes economy balancing is one of the planned changes for version 0.2

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WOAH! Really impressive! You are currently our highest scorer (that I know of)!

We are currently testing a new PvP mode on the Discord server right now and would love to have a player like you try it out!

Kind of! We first plan to polish the free itch version as much as possible (with 3 bosses, PvP and better art as the main goals). Then we are planning on making a steam demo with even more content and then finally a full steam release alongside a mobile release!

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Unfortunately no way to turn it off now but we will make an option to disable that in the next update

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Thank you and congrats on the 2.1 M its really impressive! For the fire boss replacement move, that was actually one of the ideas we considered but we settled on an idea that we think might be better! We will be doing a playtest in our discord server once its finished, so feel free to join if you wanna test our idea!

Will do o7

Hi! I would love to chat! I sent a friend request!

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Yes, we understand and are aware that the fire boss is a faulty boss. So, we are actually planning to overhaul the fire boss mechanics for the next update.

Thank you for playing, and we hope to see you again for the next update!

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THANK YOU!! It was a blast watching you guys play! I can at least say that it was my first time seeing someone crash out on our game like that haha

We are planning on adding it for the next update!

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You can beat it in 2 ways:

Either decrease your deck before the fight to finish it faster and tank the rest.(this also involves a more targeted deck for the "goal" number)

Or add more increase cards to your deck like times or plus cards and increase your number above the stated number and wait it out. (the move itself takes around 45 seconds) Then decrease like normal.

Congrats!! The highscorer reached stage 60 in their run so it is really impressive! 
TIP: To get higher score, try increasing the counter to even higher then its starting number on the lower stages, then decrease it. The more you decrease the number the more score you get! Plus you will also be able to utilize the combo more efficiently that way!

Well the intentional way to beat it would be to go up as fast as you can during that "temperature" attack to stay above the number it has and wait it out(around 45 seconds). But we are aware this mechanic of the boss is not clear or well executed so we are currently overhauling the fire boss for the next update.

Thank you for playing and commenting! 

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Thank you! Counters are a bit of a murky concept for me. As I am unsure if adding any tangible counters to boss mechanics would fit the theme of this game. Basically I want the players skill to be natural counters to anything the boss throws at them. I am aware that the molten number boss kind of goes against this as well as the randomness of the deck which is why we are aiming to focus on those for the next update!

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Well its definitely worth to test it out! We are aware of this issue though yes.

Hence for the the next update we are currently planning and testing with something more akin to Tetris in which you can see the next card you will get. And that maybe seeing more into the future would be an upgrade.

We believe this would allow for more strategic gameplay. Set order would probably be the next thing we will try though.

Interesting! We will  keep that in mind while we go over and potentially redesign some of the art for our steam demo! Thank you so much for the helpful advice!

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Haha well we hope this game will HELP you be better at it the more you play it :)

THANK YOU!! Yes, I remember seeing you in the comments! It was actually the very first stream our game was played on! Thank you so much for all the support during the jam and for commenting!

Making the boss moves more clear is definitely one of our future goals for improvement! But we do prefer show and dont tell method with them. But maybe a boss moves overview before the fight starts could be an idea as well. Thank you for playing and commenting!

Thank you!! But we are not done! We will make this game even better!

THANK YOU!! I still can't believe it! This is crazy but we are even more motivated then before!

Made the game better or worse do you think? Would love to get the idea of the number 1 player in our unofficial scoreboard :)

Again, thank you for all the kind words! It really is encouraging! We will try our best and aim for it for sure! We really want to do this idea justice!

WE HAVE A WINNER!!! RIGHT HERE!

yooo IS THIS THE CRITICALLY ACCLAIMED FROOTSHOOT?? The game is as amazing as I have heard!

Creative idea and works well with the roguelike genre! 

Thank you for the detailed feedback! Both fair points! We will definitely be looking into these in our post jam updates!

Thank you for all the feedback and playing it on stream!!

Ta-daaaa! I am addicted to the sound effects! At some point I started to fail on purpose just to hear them. Amazing work on all aspects!

WOW! Thank you so much for taking the time to write out such detailed feedback! All really fair points! I really like the color coding idea for the operations, and we can definitely tackle that alongside the art adjustments!

Thank you!! If you're talking about the indivisible state the Molten Number gets into after a heal, it's unfortunately a bug. Sorry for the inconvenience it caused. It will be fixed soon!

Thank you!! Well Id say they should have even MORE aura!

Technically multiplication does have a place while fighting the molten number boss but you are right on the fact that it should have more relevance with the core mechanics.

Thank you for the feedback and thank you for playing on stream!!

Thank you! It was a blast to watch you guys play!!