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pooploserultimate

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A member registered Jan 28, 2024

Recent community posts

That makes sense. As far as balancing goes, I felt like it's in a good spot for starting out. Same for fighting the pixilated fruit lol.

I managed to soft lock myself at a shop on another run by instantly forgetting that I used my last fuel to get there when I saw a shiny artifact. It was a silly misplay on my part, funny though.

I'm sure that you're familiar with slay the spire, but some of the community mods add really neat mechanics, could be good for some inspiration. All art is imitation, yadda yadda..


Best of luck! Looking forward to see where this goes.

(4 edits)

Great game, I've had a lot of fun plating it.

Maybe just luck, but I was able to break the balance by finding a sector where I could handle the debuffs and constantly revisited jump points. Additionally, the Experimental Weapon card quickly became very powerful by upgrading the charge level, even without the grinding.

Some suggestions:

     -Maybe don't outright nerf the player's ability to draw, discard, and play 0 cost cards, but have an enemy type (or boss) that punishes the player for these things. Some unbalanced examples: 

Enemy PassiveEffect
Suppressive fireDeal 4 Ion damage for every three cards played in a turn. [Encourages a deck that can do more with less cards played or can counter the chip damage]
Building rageEvery other time this enemy takes hull damage add the following buff(s): precision, anti missile ammo, shield regen, etc.  [Encourages a deck that can deal hull damage quickly (plasma) or that can counter enemy buffs]
System jammingEach time the player's discard pile is reshuffled add 3 unplayable trash cards.  [Don't build a small 8 card deck of very powerful cards]
Reactive shieldsEvery time this enemy takes hull damage, it gains 10 shields and 5 shield reflect. [Makes missiles and ion much more important, I didn't find either to be worth the deck space.]
Damage controlEvery time that this enemy takes more than 5 hull damage in a strike, it gains 3 shields, 3 ablative armor (single hit armor plating), 1 missile diffuse, and repairs 3 damage. [Be able to ramp your damage up or just have high damage cards.]
Evasive maneuversCompletely negate the effects of the player's first offensive card every turn. [Be able to burn the dodge with something weak or use explosive cards.]

(Edit: I noticed that some of these are handled with timeline debuffs.)
 
   -I didn't pick up the prejudiced payload card in my playthrough out of caution. If the ion damage is applied first rather than simultaneously, you could write it as "Deal 7 ion damage, then deal 7 energy damage."

That said, I appreciate you guys putting this out for free. The crafting was novel and fun, especially when the corrupted shard unceremoniously deleted a card. "Huh"

Good stuff. I'm excited to see where you take this!