The slot machine roguelike.

Each time you hit the SPIN button monsters creep closer.

KILL 'em!

LOOT 'em!

EAT 'em!

Focus on spells or synergies between symbols.

Spin to DIE or spin to SURVIVE!

The full run with one hero - Duelist - is currently available. Other heroes are under development. Your feedback is highly appreciated in the comment section! 

Updated 15 days ago
Published 28 days ago
StatusIn development
PlatformsHTML5
Rating
Rated 4.6 out of 5 stars
(14 total ratings)
AuthorTypingMonkeyStudio
GenreCard Game, Role Playing
Made withUnity
Tags2D, Deck Building, Dungeon Crawler, Fantasy, Pixel Art, Roguelike, Roguelite, slots, Turn-based
Average sessionAbout a half-hour
InputsMouse
AccessibilityOne button
LinksSteam

Development log

Comments

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(6 edits) (+1)

Check out this OP build. Not as high damage as the Berserk Armor build that Hayden's Studio hypothesized (or maybe a Samurai Armor build with tons of sword leveling via spell), but since this is ranged damage, it's feasible and reliable.


Scroll = +1 Mana

Mage Robe x20 = * 2^(20) Mana from scroll

Wizard Hat = 2^20 damage from scroll

Wasp = * 2 damage from scroll

Red Ring = + 2^20 damage from mana (first attack only)

Boomerang = * 2 damage from Red Ring

Total damage = 2^20 * 2 + 2^20 * 2 = 2^22 = 4,194,304

Wizard Hat is the core: then, all that's needed is even a single scroll, as many Mage Robes as possible, and food maintenance. The Robes give tons of mana via the scrolls, the Wizard Hat deals that mana as ranged damage, and the Philosopher's Stone (more than "Rich Mage, Poor Mage" with some books) collects that mana as gold. Tons of gold allows for removing no-longer needed Symbols, and tons of refreshing at the store to get the ideal mix of trinkets, and spamming Epic keys (buy, then delete, then refresh until it shows up again) to pick up more Mage Robes. Wasp gives a bonus doubling, although past 2^10, everything (except the one "Stubborn" foe) is a one-hit KO anyway. For the Stubborn foe, keep more scrolls at first. 

Necromancer Hands is helpful for getting duplicate items, to get to this point. Goblin Hand in the beginning helps to get sufficient scrolls (and books, although ultimately they aren't needed) and Demon Hand later on helps get sufficient Watermelons and Mage Robes. Red Ring and Boomerang add an extra chunk of damage for the first hit only.

Contra Hayden's Studio's awesome analysis, I love the multiplicative scaling, and hope there's a way to keep it.

(Also note that a Berserk Armor build would have higher base damage, but still need food [two Watermelons plus Fruit Salad works] and some leftover space for enemies, so the max number of practically feasible Berserk Armor is, like the Mage Robes here, 20. But there would be a low probability on each turn of actually hitting.)

(4 edits) (+1)

magus

this one is overkill


3k gold per round


38k gold the magus is a rich banker 

(+1)

Endless mode and ability to Gain more max trinkets and other peminent upgrades in shopes would be amazing.

Buy the trinket epic key and you will get >8 epic chests every spin!!!

Thank you for the report and the screenshot! I'm trying to recreate this strange bug.

(+1)

i had fun, coin pile and farmers meant easier getting relics early on 


i guess thats my main criticism, early game you have to build around making money and enough food to survive,


then make a build off whatever the shop relics offer you, so youre kind of pushed for a specific build

(+1)

just did another run where i used scrolls and scrolls become ranged damage, and then excess mana becomes damage, and then non weapon non companions do more damage, and i destroyed all the enemies


while doing this i used some extra mana to level up 2 swords in my deck and got them to like level 31


it was funny seeing "you will be remembered as a master blacksmith" when the swords were just chilling as the scrolls killed everyone round one

(+1)

Thank you for playing! The system that find nicknames for a player at the end of the run is not perfect yet. It's more like a gimmick, kind of a result after a psychological test.

hey it wasn't a criticism haha. I did upgrade those two swords quite a lot so its not wrong. 

great game went ahead and wishlisted. Any eta on release? Was very difficult at first but now I seem to win with a variety of builds. Can't wait to see the other characters.

Thank you for playing and kind words, dear fisher! I plan to release this summer. 2 other characters are basically ready and cool. They need more testing and a couple of video and audio effects.

The fourth (kinda thief) is not yet figured out. I don't like boring characters who are similar to other heroes. So it needs some time to design the 4th guy, and add vfx/sfx for spells.

The other design problem is the ascension system. I recently played Slice and Dice (cool game, recommend!) and I liked its curses/blessing system. Initially I planned to add the standard ascension system similar to Slay the Spire, but now I think it will be better to add curses (+2 food consumption, +25% prices in the shop, bloody bosses, etc.) before the run and give a player a choice what curse/blessing they prefer. So the Nightmare difficulty will be sort of a run with 5 hard curses chosen by a player. What do you think? Nice idea?

(+2)

Very addictive and solid game overall. Having multiple ways to interact/remove symbols, and the companion system is pretty sweet.

Feedback

  • Personally i'd prefer if the level was a bit shorter and more challenging. Allowing the player to fail faster and test builds faster.
  • Find a way of allowing players to not focus on gold so aggressively; currently you pretty much have to min-max gold to get the trinkets and deck layout you want. Increase trinkets in shop to 4-6 perhaps? Or give players a free refresh. Not sure.
  • Possibly add a fast mode that removes or speeds up animations. Collecting resources and dealing damage can drag on a little bit.
  • Polish/balance some of the build paths. Some are ridiculously overpowered, like having beserk armour with axes dealing 100k+(Potentially dealing ((8 base damage? Can't remember) * 3) repeated 23 times for each beserk armour on a single axe = 753,145,430,616 damage). To avoid this, look up Multiplicative Vs Additive damage modifiers. You need to use an Additive multiplier(or a 2 tiered system). For example, instead of tripling the axe damage over and over 23 times. Try multiplying by it's baseDamage value one at a time separately and add them all together. I.E this is for 23 berserk armours and 1 axe -- (8 axe base damage * 3 berserk armour multiplier) + (8 * 3) + (8 * 3) + (8 * 3) + (8 * 3)... 23 times = 552 damage. 10 axes & 10 berserk armours: ((8*3) x 10 axes = 240) * 10 beserk armours = 2400). Now you can add another multiplier like some global damage buff: 2400 * 1.5(+50% all damage) = 3600 (REMEMBER if you have multiple buffs of the same type or category, add them together before multiplying! I.E 7x 50% global damage buffs would be 350% = 4.5 multiplier). Much easier to balance the game vs the current Multiplicative approach. Example code below, haven't tested it.
private static float symbolStartingBaseDamage = 2; //Before any modifiers, helpful when you want to reset a symbol to default value
private float symbolCurrentBaseDamage = 8; //Base damage after any added flat bonuses
private float symbolDamageAfterAllMultipliers = symbolCurrentBaseDamage;
void Awake()
{
    ResetBaseDamageMultiplier();
}
public void AddToBaseDamage(float baseDamageToAdd)
{
    symbolCurrentBaseDamage += baseDamageToAdd;
    ResetBaseDamageMultiplier();
}
//Called from external symbol/trinket usually multiple times
public void AddMultiplier(float multiplierToAdd)
{
    symbolDamageAfterAllMultipliers += (symbolCurrentBaseDamage * multiplierToAdd);
}
//Should be called after all multipliers have been added
public float GetFinalDamage()
{
    float finalDamage = symbolDamageAfterAllMultipliers;
    ResetBaseDamageMultiplier();
    return finalDamage;
}
private void ResetBaseDamageMultiplier()
{
    symbolDamageAfterAllMultipliers = symbolCurrentBaseDamage;
}
  • Easiest way to test build viability, is give yourself all the best possible symbols/trinkets for each build and see if you can beat the last few waves. Ideally each build should be able to win within 0-2? spins after boss spawns for example. If boss instantly dies with the player dealing 2-4x? or more of max boss health, then you most likely need to nerf that build as it could indicate, that once a few items are acquired it snowballs, ruining the challenge and making certain items way too valuable. If you can't win or struggle, then it needs a buff, rework or new item. There is no issue with having a build shred the boss instantly, the issue is with symbol balance against other symbols causing players to pick the same symbol for most builds. Gold and food will be the worst affected areas as you want to min-max those using as few slots as possible. It's worth finding out the best methods for earning gold/food and having multiple balanced ways of achieving similar outcomes. Giving the game more depth than going for topaz gems into rich lady each game, for example.
  • Possibly reduce chest spawn rate mid-late game, some builds don't need anything apart from top tier Symbols. Having to skip or spam symbols that companions eat, isn't fun. Issue being, as you develop a good build you are able to shred any enemy. Rapidly going through spins. Solution would be to constantly keep player engaged, by dynamically increasing enemy difficulty if player is killing them too fast and reducing difficulty if player is struggling. E.g adding/removing bonus health from enemy, adjusting enemy spawn count(some enemies might not drop chests), spawn enemies that counter player build and or adjusting rarity of chest drops. Or just balance symbols/trinkets/builds to avoid player being too powerful mid-late game.

Ideas

  • Wolf/Dog that eats raw/cooked meat to get stronger, dies if eating nothing for 3-5 spins. Possibly add sheep that can also be eaten > sheep eats any plant or mushroom to survive and duplicate.

Best of luck with the game mate, game dev is hard. Keep it up.

Deeep, deeeeeep insights! Thank you very much for your great ideas!

I hope to add the fast mode as soon as possible. It's definitely on my TO DO list.

Considering builds, your were lucky to find 5 Berserk armors. You played greatly and definitely bought trinkets which increase rarity of symbols or create copies of chosen symbols.

By default, you get access only to 4 legendary chests per one run. 2 of them are in the 3rd (and last) act. So basically you have only 7.43% (3/11 * 3/11) chance to find exactly 2 Berserk armors by the end of Act2. Even in this case your axes deal 3 * 3 * 3 = 27 damage without other modifiers  (for other heroes 2 * 3 * 3 = 18). Not so out of touch. Though Berserk Armor is under my sight. It's on the verge to be OP. Long time during the development it only doubled the damage of Axes and Maces. Then I buffed it to 3X. 

To be honest, I hate multiplicative modifiers and exponential progression. Although people seem to love big, BIG numbers and broken builds. I personally prefer the progression curve closer to Slay the Spire than Balatro. So I added a lot of multiplicative modifiers but hid them in trinkets or epic and legendary chests. Annihilation of enemies with stupid numbers is possible but only in the Act 3.

(+1)

(+1)

Very fun. Took me a while. Step 1 was to make sure I fix the 10 food deficit at the start to not die for stupid reasons. Step 2 was to get enough gold to snowball the shop. Step 3 was to get the multipliers going to peel off the high HP enemies in the endgame.

(+1)

Thank you for playing, Healthy Cannoneer! Keep your powder dry! 

OSZAR »