This is the jam version. The actual demo on Steam will feature a wealth of content, rebalancing, and new mechanics
megurte
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Interesting because personally thinking that wild swing build looking imbalanced because of eye and seal as you say
But i see what you're talking about
For current shield building is fine because even casual ppl can win
The problem is deeper and it's more rng so I'm trying to correct control of random in future versions
If upgrades would be so ofter it gonna be really hard to balance it and track run progress. So the reason why in LC upgrades are only in shop - decision making which option is good for you right now with limited choice and limited resources (cost)
> Some artifacts are already strong but a build like blocking could become viable if the armor gets some buffs.
yeah im working on status effects rn making building more interesting. For blocking archetype need more fun options and gimmicks around it
this version is strictly follows jam version but with more QoL and upgraded visuals
in case of fight, I'm currently working on improvements to the combat system and the overall structure of runs, since a game hub and other systems are comming in funure
and yeah, i acknowledge that there is currently an issue with the rng in this version that might make it really hard to beat the game 😓
Thank you!
>I also had some questions about the balance. On my first attempt, I lost very early, but on later runs I found a relic and combination that felt extremely powerful and allowed me to complete the game twice using almost the same strategy. At the same time, some other relics felt too situational to be useful during such a short run.
Ye, agree that not every action or relic is 100% useful, but what's more important is finding synergies (even strong ones) between them. Otherwise, hardly any game can build perfect balance (except Heroes of Might and Magic 3, but that's a different story). So yeah, I'll work on that in the future
>My biggest issue is the interpretation of the jam theme. Even after reading the explanation, it still felt more like a traditional card roguelike with the theme added afterward than a game built around the theme itself. That is only my personal interpretation, of course.
That's totally fair and I've heard it more than once, and to me the idea of playing around gimmicks with timers seemed pretty obvious from the start. But not everyone got it. So next time I'll try to make it more surface-level / more obvious.
Thanks so much for feedback!
You actually spotted idea
But the delayed attacks were designed as another countdown layer on top of the no-answer attacks, but the game doesn't explain the gimmick at all right now. Fixing that in the post-jam version. And glad the artwork landed - means a lot ❤️
ありがとうございます!
AHah was really funny especially uma musume reference :D
because i was laughing and couldn't keep doing mini games xd
Also it's one of my favorite art styles with usage of rough line art without anti-aliasing 💖
ALSO!
Want to mention this setting reminds me lobcorp (even if it's nuc station i know)
Great game, was pretty funny to play it!










