Okay, this was just absurd. The first time I ever tried to make Pandorite work in a build - using tumbler on an ore to make it after first stage, no less - and then having to use Prospect and the Smith to bump it up to a decent level, it didn't seem like this one was going to work.
And then I got a couple of wrenches. Literally just two wrenches and it turned this into a monster build. I had over 200 ore every single level. I just grabbed anything that was free and churned through the deck, to procc Katzite a bit more, but really just made an insane amount of score and ore.
Without even trying, I'd just axe through the deck and make 50 scorium. It was already basically maximised on Stage 7. I just opted to replace Prospect with another axe, and got a Smeltery for added measure to keep things greased.
Turn 10 I pumped a whopping 195 scorium first turn. Katzite got 72 scorium from the wrench (12 * 6) and 45 from Katzite bonus (9 * 5) added to its base 13 for 130, and another wrench used for the Corite for another 60 + 5 for 195 in a single turn. It was diabolic!
Nightmare Difficulty victory. This was so insanely difficult to pull off.
Had to get 50 ore first run and got lucky with Scorium Katzite (14), Seed Golems (6), Axe (20), and Tumblered one of my normie Scorium cards for a Scorium Meteorite (10)!
I was later able to grab Ingots and then used two backpark cards to double those, so I can remove the Ore cards and shift through scorium.
Key to victory was Helmet and Scorium Katzite, which could be grabbed by Waterfall after shifting through the Ingots and Tiny Ore Geode (which I only grabbed to further buff Katzite).
I only rolled another Tumbler as I didn't want to waste excess and was insanely lucky to get a Scorium Fossil Skull, which could also give an extra card and was the only energy grab my entire build.
I got my first turn increase on Core 4, and waited until Core 8 for the next one, because I desperately needed more draw cards.
Finally, on Core 9, I was able to remove Prospect, turning my build into a full deck spill each turn.
Ingots/Geodes -> Scorium Meteorites/Seed Golems -> Brush/Shovel to remove Scorium/Ore -> Waterfall -> Axe -> Scorium Fossil Skull -> End with either Helmet (35 Scorium) or Scorium Katzite (42 Scorium).
Ended each hand with 5 cards (2 x Ore, 2 x Ore, and either Helmet/Scorium Katzite), then full shuffle and do again.
I never got stuck after Prospect's removal! But before that I had to get really creative by using Axe on Katzite without ANY ore, just to get the 3 pull and dig for the Helmet, or sacrifice Helmet early to reduce hand for a more effective Waterfall pull for the Katzite. Having two options either resource or actions was key here, and so difficult to balance!
Each shop I ensured to only get 0 cost draws, only grabbing Shovel to ensure I have at least three tools to procc Fossil Skull (Prospect's 2 cost makes that incredibly hard to work).
I restarted from the menu while cards were re-shuffling and I still have 26 cards but they all turned into the old version of prospect and then when I tried to see if it still worked by starting a new turn it just gave me one card
Im really not sure if I should put all this in feedback in Discord because when I say I wanna break a game I don't really mean this
Been playing since the previous version and I still think it's a lot of fun :) I wanted to give 2 points of feedback. 1. Restarting can get a little boring since the first round doesn't have that much choice. You can choose between getting a little more ore or upgrading 2 cards, and which cards to upgrade, but it feels repetitive after a couple runs. I think having the player pick between 3 cards or some other bonus before the expedition starts could fix this and make every run more unique. There is a chance that players could start and stop games to try and get the bonus they want, which wouldn't be a great game experience, but Im not sure how to stop that without severely limiting the starting bonus possibilities. 2. This version does a great job of balancing the cards and encouraging the player to diversify their deck, but this also makes most playthroughs feel similar. I've had one run with "Big Helmet", and I think Big Wrench is also possible, but overall I've felt most of my decks feel the same. I'm sure this will change with the addition of more cards tho.
Please please please start the game in the shop. There are zero choices to make in the first round, so its sole purpose is to artifically make you wait longer before you can start playing the game, and make the whole 'reroll until I get a decent shop' take longer.
I left a comment a few days ago picking out the following bug, but I’m posting again because I was able to verify it during another play session today:
When switching an ore katzite’s type to scorium using the type-switching power from the shop, the resulting scorium katzite gets an extraneous “+10 ore” effect. This is in addition to its base value (as scorium). The katzite bonus is not affected, and the +10 ore effect is not impacted by tools that improve the base value.
Is the game designed to give less RNG in the last stage (the core) ? I always destroy all the levels but when I'm in the final boss (even in easy mode) I get the worst possible picks from the draw pile.
Great fun. At first I missed the old days of 99 ore cards, but you've done a nice job with the mechanics and synergies. I'm still a fan of a slim and tight card drawing deck. Would love multiple randomized paths. Keep up the good work!
I noticed a bug that I think is worth mentioning here. (I was playing on the secret difficulty, don’t know if that’s relevant or not). I had an orium katzite with a value of 6 that I bought in the shop. Played through one round with it, no problem. In the next shop, I used the power that switches it to scorium. After doing so, I noticed during the next round that it now has +10 ore, +6 score, +5 score per resource played. I’m not sure where the +10 ore came from but I’m sure it’s not supposed to be there and that this is a bug.
EDIT: I kept playing and discovered some further behavior that might be helpful in pinning this bug down: In a later shop, I attempted “duplicating” the bugged scorium katzite. The duplicate actually behaves as expected - so now I have a one scorium katzite with the +10 ore in my deck, and another without.
Additionally, upgrading the “bugged” katzite just upgrades the amount of scorium it generates, not the ore - for example, using a lens on it increased the +6 scorium to +7 scorium, but the +10 ore stays as +10 ore.
ONE LAST EDIT: I got so invested in figuring out this bug I threw my game, haha! In the last shop, I tried switching the “bugged” scorium katzite back to ore with the same power. Now, it’s back to +7 ore, +5 ore per resource played - which is what you’d expect. I’ll play a few more games to try to duplicate the buggy behavior though
Since new update ... 'Run Game' now broken on itch, it opens a new window? That's quite a big problem, messes up. If we want to go fullscreen, itch supports that from inside the page, but if you let itch open a new window it screws up on resolution and Godot animations go jerky and horrible.
(but I really like all the new cards and shop features - just wish the shop would retain the last purchase options when next level ends, otherwise you pay for refresh and often can't afford anything, but when your cash refreshes, you lose access to the re-roll you paid for)
Ok I think actions are overpowered. this was like my second try on brutal and on the first try I was 7 short of winning the core. But that's probably flukish
My first win after I think 10+ matches. I figured out a good combo between the amber, smelter, and brush... caused me to gain a bunch of scorium (I got 100 in one round at the end)
Absolutely fantastic find, I swear roguelike indies are the best thing ever right now !
I've played a few dozen games on normal and won about half of them. Haven't managed to beat brutal but I'll definitely keep trying !
My feedback :
- Overall the card effect are really well thought out and genuinely interesting to play. They really invite experimentation and make you think both on a macro scale (as some will be worth more later in the game) and on a micro scale (when do I actually play this during my round).
- All cards are also very clear on what they do, which is not always the case in this type of game !
- It does seem that the winning strategy is more often than not being able to draw a lot of cards and getting more action points, even with low resources it still works. I haven't been able to build a winning deck around the upgrade cards (make x resource worth more...) and end up ignoring them.
And that's it ! I've had no bug whatsoever (only played the browser version) and it's an easy wishlist for me, I'd go for 5-10 bucks IN THE CURRENT STATE.
My suggestion for the future :
- Make something more with the map ! I was thinking perhaps something like biomes that would increase/decrease the effects of each cards? Or maybe special modifiers (tools are discarded after use, can't be played again in this expedition?) Now that would of course be a big rework of the current game and would be hard to balance because I think the game as is is very well balanced... but it sure would add a lot of replayability !
- Along the same lines, maps where you can choose where to go next ? Or an 'endless mode' ? Also a challenge mode (like no tools, or play at least 1 action a turn, i dunno)
- And of course if you can think of more cards to add in the future, thats always cool :)
I filled out the feedback form last night, but I played a bit more today (won a round!), and additional thoughts: -It might be nice to have a way to sort cards by type, on screens that show your deck. Especially for shop actions.
-I put $10 as my price point, but that was assuming a longer game and maybe some meta-progression. I'm not sure it actually needs that though, maybe it's like a $7 game that's just this with a couple more cards, or something.
-For cards with triggers like "two or more actions have been played" or "three or fewer cards in hand" maybe specify that it's counted BEFORE that card is played. Had to guess wrong and learn the hard way on those.
Very well done! I love seeing a deckbuilder that doesn't feel like one I've played before, and you did that with the ore/score duality!
Won my first attempt at Brutal. Love the new version!
Really wish that dynamite was reliably available in the shop. Perhaps rerolling the shop could also reroll the special purchases like dynamite and resource-type-swap?
Pretty fun. One suggestion though would be removeing the 'are you sure you want to end your turn' warning if you have reached the target score, and the only cards that you can play only give you score.
Nice game, pretty clear that it's doing well, so rather than talk about all the things it is doing good I'll focus on a few things I think could improve this gem...
I'm playing in Chrome Browser
Bug/Odd Behavior:
Sometimes I can not interact with the Deck and/or Settings Icons
When in the shop this seems to happen specifically with the Deck, even when I can interact with these icons during the run, but sometimes I just can’t interact with either of them at all.
Information/Clarity:
An indicator of the Ore I will gain from a card would be nice, similar to how the Scorium gain is showed in white/grey on the meter before actually playing the card, maybe a ghosted number under your Ore count in the area where the number will pop up once you actually play the card? This is particularly helpful for learning the system, when I'm wondering if a conditional effect on a card will activate under the current conditions a hover over tells me before I lose a run over not knowing how to interpret the language.
Language Clarification:
Mineshaft/Minecart Cards: If there are already 2 or more actions in play.
Some cards read: “If the last card played this turn was an action…” this led me to believe that it would trigger on the final card played on that round. I think “If the previous card played was” or “If the most recently played card was” would more clearly indicate the intent.
Now to the one big functional change that I would make if I was in charge... let the player put an ace up their sleeve. I'll will say if you don't agree with this type of change I totally respect that, and what you've got here is already quite fun to play, just sharing my opinion as to what I think would make the game more fun and give players another layer to work with in their strategies, and I think also lead to a more successful game overall.
Ok here's my Ace pitch...
Under the Card Pile and above Energy create a blank card slot, which you can drag a single card to. Maybe you even have to pay the cost of this card to put it there, and then pay again to play it (idk, spitballing)... this card remains here until used.
The single most (and truly, almost the only) thing I find frustrating thing about this game is getting a bad draw on my last hand and losing a run over it because I'm 2 Scorium shy. I'm encouraged to gamble a bit, and risk losing, and I like that... but I don't want to 'have to' count cards to weigh my odds quite so closely. Let me 'cheat', just a little... for a cost. I could go on, but I'm sure you can imagine many use/abuse cases for something like without me selling it any harder. No reason it can't exist but be disallowed in the most difficult settings, also.
Congrats on something well made getting attention, hope to join you in that club someday.
I’m playing on a computer iPad thing and when i use the mouse/mouse pad it sometimes resets the progress which sucks bc I’m playing in browser safari. Also is there a save feature too?
Great game, nicely done! I suggest making the tutorial interactive, not just show text. Also, adding different background smight make it more atmospheric.
phew, thank goodness! unfortunately i can't add an option like that on the web cause it can break the game, but you could try the desktop version if you are on a windows computer
is there any way to reduce motion? I find the scrolling background and moving cards to be quite disorienting, and I think being able to disable that would be a good accessibility feature
The Big Scorium Cubite I think is either glitched or the description is wrong. Whenever it is played it gains a value of 6 to its total. Made an easy win when the value of it goes over 100 from using over and over (it was red to begin with and I switched it to yellow after) I tested again and it had the same affect on the following game.
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Okay, this was just absurd. The first time I ever tried to make Pandorite work in a build - using tumbler on an ore to make it after first stage, no less - and then having to use Prospect and the Smith to bump it up to a decent level, it didn't seem like this one was going to work.
And then I got a couple of wrenches. Literally just two wrenches and it turned this into a monster build. I had over 200 ore every single level. I just grabbed anything that was free and churned through the deck, to procc Katzite a bit more, but really just made an insane amount of score and ore.
Without even trying, I'd just axe through the deck and make 50 scorium. It was already basically maximised on Stage 7. I just opted to replace Prospect with another axe, and got a Smeltery for added measure to keep things greased.
Turn 10 I pumped a whopping 195 scorium first turn. Katzite got 72 scorium from the wrench (12 * 6) and 45 from Katzite bonus (9 * 5) added to its base 13 for 130, and another wrench used for the Corite for another 60 + 5 for 195 in a single turn. It was diabolic!
Really happy with this one. Hyper-efficient. By the end, 95 scorium every turn. If only I could have gotten Prospect out!
Nightmare Difficulty victory. This was so insanely difficult to pull off.
Had to get 50 ore first run and got lucky with Scorium Katzite (14), Seed Golems (6), Axe (20), and Tumblered one of my normie Scorium cards for a Scorium Meteorite (10)!
I was later able to grab Ingots and then used two backpark cards to double those, so I can remove the Ore cards and shift through scorium.
Key to victory was Helmet and Scorium Katzite, which could be grabbed by Waterfall after shifting through the Ingots and Tiny Ore Geode (which I only grabbed to further buff Katzite).
I only rolled another Tumbler as I didn't want to waste excess and was insanely lucky to get a Scorium Fossil Skull, which could also give an extra card and was the only energy grab my entire build.
I got my first turn increase on Core 4, and waited until Core 8 for the next one, because I desperately needed more draw cards.
Finally, on Core 9, I was able to remove Prospect, turning my build into a full deck spill each turn.
Ingots/Geodes -> Scorium Meteorites/Seed Golems -> Brush/Shovel to remove Scorium/Ore -> Waterfall -> Axe -> Scorium Fossil Skull -> End with either Helmet (35 Scorium) or Scorium Katzite (42 Scorium).
Ended each hand with 5 cards (2 x Ore, 2 x Ore, and either Helmet/Scorium Katzite), then full shuffle and do again.
I never got stuck after Prospect's removal! But before that I had to get really creative by using Axe on Katzite without ANY ore, just to get the 3 pull and dig for the Helmet, or sacrifice Helmet early to reduce hand for a more effective Waterfall pull for the Katzite. Having two options either resource or actions was key here, and so difficult to balance!
Each shop I ensured to only get 0 cost draws, only grabbing Shovel to ensure I have at least three tools to procc Fossil Skull (Prospect's 2 cost makes that incredibly hard to work).
i found a bug...?
I restarted from the menu after hitting next turn with zero left
I found another thing...?
I restarted from the menu while cards were re-shuffling and I still have 26 cards but they all turned into the old version of prospect and then when I tried to see if it still worked by starting a new turn it just gave me one card
Im really not sure if I should put all this in feedback in Discord because when I say I wanna break a game I don't really mean this
I ran into the same bug; resetting the game while cards were in the process of being drawn caused a double hand's worth of cards.
Been playing since the previous version and I still think it's a lot of fun :) I wanted to give 2 points of feedback.
1. Restarting can get a little boring since the first round doesn't have that much choice. You can choose between getting a little more ore or upgrading 2 cards, and which cards to upgrade, but it feels repetitive after a couple runs. I think having the player pick between 3 cards or some other bonus before the expedition starts could fix this and make every run more unique. There is a chance that players could start and stop games to try and get the bonus they want, which wouldn't be a great game experience, but Im not sure how to stop that without severely limiting the starting bonus possibilities.
2. This version does a great job of balancing the cards and encouraging the player to diversify their deck, but this also makes most playthroughs feel similar. I've had one run with "Big Helmet", and I think Big Wrench is also possible, but overall I've felt most of my decks feel the same. I'm sure this will change with the addition of more cards tho.
Lol, victory on brutal in my first go at the update! and oooh new cards, can't wait to try 'em all.
Please please please start the game in the shop. There are zero choices to make in the first round, so its sole purpose is to artifically make you wait longer before you can start playing the game, and make the whole 'reroll until I get a decent shop' take longer.
Trying to reach the end of Brutal with the fewest number of cards. I wish card removal appeared more often
Absolutely love this game. Here's my second Adventure difficulty win.
great game but it uses 7x as much memory as other games
Found a bug when playing on phone
when buying a card it will buy it without showing the deatils if i had the money good game keep the good work
I left a comment a few days ago picking out the following bug, but I’m posting again because I was able to verify it during another play session today:
When switching an ore katzite’s type to scorium using the type-switching power from the shop, the resulting scorium katzite gets an extraneous “+10 ore” effect. This is in addition to its base value (as scorium). The katzite bonus is not affected, and the +10 ore effect is not impacted by tools that improve the base value.
Is the game designed to give less RNG in the last stage (the core) ?
I always destroy all the levels but when I'm in the final boss (even in easy mode) I get the worst possible picks from the draw pile.
I played through it once on Adventure and I also got horrible RNG on the last level. Maybe it's a thing.
I like this game , it's really fun.
I don't know if any one else has a different opinion, but "Prospect" seems like a useless card and is always the first card I remove from the deck.
It seems too slow at 2 energy and really slows down your resource production too much to use it.
It's not the most powerful but Prospect can potentially win on Adventure by itself

I finally managed to win at brutal difficulty
Great fun. At first I missed the old days of 99 ore cards, but you've done a nice job with the mechanics and synergies. I'm still a fan of a slim and tight card drawing deck. Would love multiple randomized paths. Keep up the good work!
This actually plays really well on mobile with two minor exceptions.
1) hover doesn't work on mobile to see popups. You can work around it by pressing somewhere else on the phone then sliding your finger over the card.
It would probably be better if single tap was popup and double tab was purchased on mobile
2) The buttons in the upper-right are hard to press. It would be nice if it was easier to view my deck
first run I've won! One of my favorite games on here. I've already gotten some of my friends hooked, and will def lord this over them until they win.
I wish this game had a "keep playing" after victory (similar to balatro). What a magnificent game... the music is also very mesmerizing.
I noticed a bug that I think is worth mentioning here. (I was playing on the secret difficulty, don’t know if that’s relevant or not). I had an orium katzite with a value of 6 that I bought in the shop. Played through one round with it, no problem. In the next shop, I used the power that switches it to scorium. After doing so, I noticed during the next round that it now has +10 ore, +6 score, +5 score per resource played. I’m not sure where the +10 ore came from but I’m sure it’s not supposed to be there and that this is a bug.
EDIT: I kept playing and discovered some further behavior that might be helpful in pinning this bug down: In a later shop, I attempted “duplicating” the bugged scorium katzite. The duplicate actually behaves as expected - so now I have a one scorium katzite with the +10 ore in my deck, and another without.
Additionally, upgrading the “bugged” katzite just upgrades the amount of scorium it generates, not the ore - for example, using a lens on it increased the +6 scorium to +7 scorium, but the +10 ore stays as +10 ore.
ONE LAST EDIT: I got so invested in figuring out this bug I threw my game, haha! In the last shop, I tried switching the “bugged” scorium katzite back to ore with the same power. Now, it’s back to +7 ore, +5 ore per resource played - which is what you’d expect. I’ll play a few more games to try to duplicate the buggy behavior though
Since new update ... 'Run Game' now broken on itch, it opens a new window? That's quite a big problem, messes up. If we want to go fullscreen, itch supports that from inside the page, but if you let itch open a new window it screws up on resolution and Godot animations go jerky and horrible.
(but I really like all the new cards and shop features - just wish the shop would retain the last purchase options when next level ends, otherwise you pay for refresh and often can't afford anything, but when your cash refreshes, you lose access to the re-roll you paid for)
This was really fun, and even losing always felt like I was kind of close!

Great Game
Pretty fun, might have to try the harder difficulty for more of a challenge.
Are actions ovrerpowered?
Ok I think actions are overpowered. this was like my second try on brutal and on the first try I was 7 short of winning the core. But that's probably flukish
Absolutely fantastic find, I swear roguelike indies are the best thing ever right now !
I've played a few dozen games on normal and won about half of them. Haven't managed to beat brutal but I'll definitely keep trying !
My feedback :
- Overall the card effect are really well thought out and genuinely interesting to play. They really invite experimentation and make you think both on a macro scale (as some will be worth more later in the game) and on a micro scale (when do I actually play this during my round).
- All cards are also very clear on what they do, which is not always the case in this type of game !
- It does seem that the winning strategy is more often than not being able to draw a lot of cards and getting more action points, even with low resources it still works. I haven't been able to build a winning deck around the upgrade cards (make x resource worth more...) and end up ignoring them.
And that's it ! I've had no bug whatsoever (only played the browser version) and it's an easy wishlist for me, I'd go for 5-10 bucks IN THE CURRENT STATE.
My suggestion for the future :
- Make something more with the map ! I was thinking perhaps something like biomes that would increase/decrease the effects of each cards? Or maybe special modifiers (tools are discarded after use, can't be played again in this expedition?) Now that would of course be a big rework of the current game and would be hard to balance because I think the game as is is very well balanced... but it sure would add a lot of replayability !
- Along the same lines, maps where you can choose where to go next ? Or an 'endless mode' ? Also a challenge mode (like no tools, or play at least 1 action a turn, i dunno)
- And of course if you can think of more cards to add in the future, thats always cool :)
Congrats !!
I filled out the feedback form last night, but I played a bit more today (won a round!), and additional thoughts:
-It might be nice to have a way to sort cards by type, on screens that show your deck. Especially for shop actions.
-I put $10 as my price point, but that was assuming a longer game and maybe some meta-progression. I'm not sure it actually needs that though, maybe it's like a $7 game that's just this with a couple more cards, or something.
-For cards with triggers like "two or more actions have been played" or "three or fewer cards in hand" maybe specify that it's counted BEFORE that card is played. Had to guess wrong and learn the hard way on those.
Very well done! I love seeing a deckbuilder that doesn't feel like one I've played before, and you did that with the ore/score duality!
For the full version i would like to have a map. And you can keep 1 of 3 cards. So you draft it. And then you come back with some of the basic cards
Am I the only one who can't find a viable strategy other than a cantrip-rush using Minecart, Mineshaft, and Ingots?
Won my first attempt at Brutal. Love the new version!
Really wish that dynamite was reliably available in the shop. Perhaps rerolling the shop could also reroll the special purchases like dynamite and resource-type-swap?
Nice and cool but a bit too hard on occasions even on relaxed maybe add 1 more round idk.
Pretty fun. One suggestion though would be removeing the 'are you sure you want to end your turn' warning if you have reached the target score, and the only cards that you can play only give you score.
that's a great idea, i will add that in a future patch!
Nice game, pretty clear that it's doing well, so rather than talk about all the things it is doing good I'll focus on a few things I think could improve this gem...
I'm playing in Chrome Browser
Bug/Odd Behavior:
Sometimes I can not interact with the Deck and/or Settings Icons
When in the shop this seems to happen specifically with the Deck, even when I can interact with these icons during the run, but sometimes I just can’t interact with either of them at all.
Information/Clarity:
An indicator of the Ore I will gain from a card would be nice, similar to how the Scorium gain is showed in white/grey on the meter before actually playing the card, maybe a ghosted number under your Ore count in the area where the number will pop up once you actually play the card? This is particularly helpful for learning the system, when I'm wondering if a conditional effect on a card will activate under the current conditions a hover over tells me before I lose a run over not knowing how to interpret the language.
Language Clarification:
Mineshaft/Minecart Cards: If there are already 2 or more actions in play.
Some cards read: “If the last card played this turn was an action…” this led me to believe that it would trigger on the final card played on that round. I think “If the previous card played was” or “If the most recently played card was” would more clearly indicate the intent.
Now to the one big functional change that I would make if I was in charge... let the player put an ace up their sleeve. I'll will say if you don't agree with this type of change I totally respect that, and what you've got here is already quite fun to play, just sharing my opinion as to what I think would make the game more fun and give players another layer to work with in their strategies, and I think also lead to a more successful game overall.
Ok here's my Ace pitch...
Under the Card Pile and above Energy create a blank card slot, which you can drag a single card to. Maybe you even have to pay the cost of this card to put it there, and then pay again to play it (idk, spitballing)... this card remains here until used.
The single most (and truly, almost the only) thing I find frustrating thing about this game is getting a bad draw on my last hand and losing a run over it because I'm 2 Scorium shy. I'm encouraged to gamble a bit, and risk losing, and I like that... but I don't want to 'have to' count cards to weigh my odds quite so closely. Let me 'cheat', just a little... for a cost. I could go on, but I'm sure you can imagine many use/abuse cases for something like without me selling it any harder. No reason it can't exist but be disallowed in the most difficult settings, also.
Congrats on something well made getting attention, hope to join you in that club someday.
thank you for all your feedback, i will definitely use this to improve the demo ^^
I’m playing on a computer iPad thing and when i use the mouse/mouse pad it sometimes resets the progress which sucks bc I’m playing in browser safari. Also is there a save feature too?
Great game, nicely done! I suggest making the tutorial interactive, not just show text. Also, adding different background smight make it more atmospheric.
hey um idk if it's just me but I can't finish the first expedition because I can't find the button to end the round.
oh wait nvm I just have a monitor with the wrong resolution XD. Though do you think you could add the option to change the resolution?
phew, thank goodness! unfortunately i can't add an option like that on the web cause it can break the game, but you could try the desktop version if you are on a windows computer
okay thanks!
just opened it and its working better on the desktop version
what difficulty/browser are you on?
my browser is google and the difficulty is adventure
is there any way to reduce motion? I find the scrolling background and moving cards to be quite disorienting, and I think being able to disable that would be a good accessibility feature
i do have those options planned for the future, unfortunately i haven't had time to put them in the game yet!
The Big Scorium Cubite I think is either glitched or the description is wrong. Whenever it is played it gains a value of 6 to its total. Made an easy win when the value of it goes over 100 from using over and over (it was red to begin with and I switched it to yellow after) I tested again and it had the same affect on the following game.
thank you, i just published a hotfix that should hopefully have fixed this problem!