Thank you so much for the feature and the review!
Kaolver
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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.
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
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!
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!
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!
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.

