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Retromine

Retromine

NEW UPDATE OUT NOW! 25 new cards and 3 new levels! Get digging!


Dig to the center of the earth in Retromine, an incremental mining & deckbuilding roguelike! Delve into the mines, where you can play cards to mine resources and score points, and escape before the caves collapse. When you survive an expedition, spend resources you gathered to buy new cards, upgrade your deck, and create powerful card combos. Reach the core to win!


Retromine is a super challenging game - if you manage to win, post a screenshot of your victory in the comments!


Controls

General

Esc - Pause Menu

LShift - Show hotkeys


Expedition

Left click - Play cards & interact

Right click - Reorder cards in your hand & cancel a selected tool

E - End turn

D - View deck

A - View draw pile

S - View discard pile


Shop

D - View deck

G - Start next expedition

R - Reroll

If you get WEBGL CONTEXT ERROR or OUT OF MEMORY ERROR: 

These are rare errors conflicting with settings on your browser. For most players, it fixes after loading up the game, refreshing the page, and loading it a second time. If that doesn't work, download the game and it will work!

StatusReleased
PlatformsHTML5,Windows,macOS
Rating
Rated 4.4 out of 5 stars
(64 total ratings)
Authorccdg
GenreCard Game,Strategy
Made withAseprite,Godot
TagsArcade,Deck Building,High Score,Idle,Incremental,Pixel Art,Retro,Roguelike,Roguelite
Average sessionAbout a half-hour
LanguagesEnglish

Download

Download
Retromine_demo_v3.01_windows.exe117 MB
Download
Retromine_demo_v3.01_mac.zip86 MB

Development log

Comments

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Viewing most recent comments1 to40 of 62 ·Next page ·Last page

My second complete run! This time with a shuffle deck + shovels.



Loved it, spent two hours trying to win but never managed to get a build together enough to do so. Might try again another night. I wish the current game was a hard mode and there was an easier mode I could play to try some of the other cards. Currently it feels like only 1 or 2 strategies can actually get into the later levels so I ended up just grinding runs to try to get them to come together. Still super fun though.

Got the win after a bunch more tries. Final deck was 1 ore (value 8) 1 scorium (value 99) 22 cantrips (0 costers) and a wrench. Got rid of the radar once I'd maxed out the scorium.

Very entertaining!
Though the failed runs feel like there was no option to save it, especially if the run failed early.
The dominion style discard where one only discards the played cards at the end pose an interesting challenge and prevent one from going infinite.
I feel like you have got something rather promising here and I'm curious to see where you go!

what font do you use? its beautiful

tinypixie2 by tinypixie!

Great concept, UI is snappy, visuals are crisp*... but it sorely needs a probability and balance pass, probably some deeper mechanics changes. Keeping up with the difficulty curve requires playing risky strategies -- if you have a deck that can hit the score target 90% of the time, you aren't likely to win 15 levels in a row. It's not really possible to build a consistent deck, especially on the levels with an odd number of hands.

*but could be more distinct -- when holding a lot of cards in hand, it'd be nice if it was easier to tell the low vs. high ore/scoriums apart.


LevelScoreHands
164
2104
3154
4184
5244
6354
7405
8605
9905
10955
111205
121705
131906
142406
153006

Radar deck nearly perfected: grab 0 cost card draw to cycle through deck almost every round bulking and hitting the big scorium, then focusing on ore for blowing up unwanted cards. Good times. Thanks for the challenging game.

This is fun but I can't seem to figure out the strategy. I played for like an hour and couldn't win once.

Would really like a "retry" if you lose a round to get the hang of it

Finally did it
I used a cycle deck with a billion helmets and wrenches

Great game. Tons of fun, though in the need of some balancing. In the later levels, seems extremely difficult to pass without having bulked up using radar. At that point, tools like chisel, which can be great early on, just get in the way. Since there's not much opportunity to dynamite them (or, I'd rather dynamite small ore or scorium), seems better to just never have them in the first place. I wonder about something like saw being used to deconstruct tools, or something to help the deck evolve and shed earlier items.

I've finally managed to get a win after investing in a radar turn 1.
Fantastic game and I've been hooked for the past 2 weeks. Imo it might need some balancing overall and specifically in regards to how the cost of dynamite skyrockets, since I've been trying to go for a small deck build for a ton of runs and it's pretty difficult to set up.

I installed and ran the game on Linux usingwine and I am getting memory leak errors when I exit the game. To be exact, I am getting:

WARNING: 28 RIDs of type "Canvas" were leaked.

     at: _free_rids (servers/rendering/renderer_canvas_cull.cpp:2485)

WARNING: 148 RIDs of type "CanvasItem" were leaked.

     at: _free_rids (servers/rendering/renderer_canvas_cull.cpp:2485)

' were leaked at exit.ons of type 'N5GLES312LightStorage11ShadowAtlasE

ERROR: 1 shaders of type CanvasShaderGLES3 were never freed

   at: ~ShaderGLES3 (drivers/gles3/shader_gles3.cpp:835)

it.OR: 9 RID allocations of type 'N5GLES38MaterialE' were leaked at ex

.RROR: 1 RID allocations of type 'N5GLES36ShaderE' were leaked at exit

 at exit. RID allocations of type 'N5GLES312RenderTargetE' were leaked

it.OR: 94 RID allocations of type 'N5GLES37TextureE' were leaked at ex

ERROR: Texture with GL ID of 15: leaked 5460 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 16: leaked 132680 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 17: leaked 132680 bytes.

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ERROR: Texture with GL ID of 18: leaked 132680 bytes.

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ERROR: Texture with GL ID of 19: leaked 132680 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 39: leaked 1364 bytes.

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ERROR: Texture with GL ID of 100: leaked 408424 bytes.

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ERROR: Texture with GL ID of 101: leaked 408424 bytes.

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ERROR: Texture with GL ID of 102: leaked 408424 bytes.

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ERROR: Texture with GL ID of 103: leaked 306192 bytes.

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ERROR: Texture with GL ID of 104: leaked 306192 bytes.

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ERROR: Texture with GL ID of 105: leaked 175028 bytes.

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ERROR: Texture with GL ID of 106: leaked 306192 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 107: leaked 408424 bytes.

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ERROR: Texture with GL ID of 108: leaked 15440 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 109: leaked 408424 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 110: leaked 408424 bytes.

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ERROR: Texture with GL ID of 112: leaked 3713340 bytes.

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ERROR: Texture with GL ID of 170: leaked 131072 bytes.

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ERROR: Texture with GL ID of 172: leaked 524288 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 173: leaked 174762 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 176: leaked 131072 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 291: leaked 2097152 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 292: leaked 699050 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 293: leaked 2097152 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 344: leaked 131072 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 345: leaked 131072 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 346: leaked 524288 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 397: leaked 131072 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 2146: leaked 175028 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 2693: leaked 131072 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3148: leaked 348336 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3149: leaked 261252 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3154: leaked 2704 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3155: leaked 2028 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3160: leaked 2704 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3161: leaked 2028 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3166: leaked 1360 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3167: leaked 1020 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3172: leaked 3060 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3173: leaked 2295 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3178: leaked 3552 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3179: leaked 2664 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3184: leaked 17424 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3185: leaked 13068 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3190: leaked 348336 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3191: leaked 261252 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3196: leaked 2704 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3197: leaked 2028 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3202: leaked 2704 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3203: leaked 2028 bytes.

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ERROR: Texture with GL ID of 3208: leaked 1360 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3209: leaked 1020 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3214: leaked 3060 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3215: leaked 2295 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3220: leaked 3552 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3221: leaked 2664 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3226: leaked 17424 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 3227: leaked 13068 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6546: leaked 348336 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6547: leaked 261252 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6552: leaked 2704 bytes.

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ERROR: Texture with GL ID of 6558: leaked 2704 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6559: leaked 2028 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6564: leaked 1360 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6565: leaked 1020 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6570: leaked 3060 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6571: leaked 2295 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6576: leaked 3552 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6577: leaked 2664 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6582: leaked 17424 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6583: leaked 13068 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6588: leaked 348336 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6589: leaked 261252 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6594: leaked 2704 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6595: leaked 2028 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6600: leaked 2704 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6601: leaked 2028 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6606: leaked 1360 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6607: leaked 1020 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6612: leaked 3060 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6613: leaked 2295 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6618: leaked 3552 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6619: leaked 2664 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6624: leaked 17424 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 6625: leaked 13068 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 32017: leaked 524288 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

ERROR: Texture with GL ID of 112407: leaked 131072 bytes.

   at: ~Utilities (drivers/gles3/storage/utilities.cpp:79)

 leaked at exit.locations of type 'N16RendererViewport8ViewportE' were

ERROR: Parameter "RenderingServer::get_singleton()" is null.

   at: 4)ompressedTexture2D (scene/resources/compressed_texture.cpp:46

ataAdvancedE' were leaked at exit.'PN18TextServerAdvanced22ShapedTextD

E' were leaked at exit.s of type 'PN18TextServerAdvanced12FontAdvanced

WARNING:ails).tDB instances leaked at exit (run with --verbose for det

     at: cleanup (core/object/object.cpp:2284)

ERROR:ls).resources still in use at exit (run with --verbose for detai

   at: clear (core/io/resource.cpp:604)

Not sure if it's a problem on my end (could be) but posting it here just so the dev knows

hi weragin, unfortunately i can't support the game on wine but in the future i might be able to release a build for linux so you won't need it! <3

Weragin66 days ago(1 edit)(+1)

Join the fruit bat cult, it's strictly better than smeltery!

Anyway, a great game with a great idea of balancing ore vs score! I especially enjoyed how it is player-centered and focuses on building a good deckbuilding rather than steering the attention to other factors. The music is  beautiful, some of the only pieces that I actually listened to instead of muting it immediately.

The only downside is that it feels like you are pretty much forced to play a lot of draw/energy action cards with some payoff, of which wrench is just too good at any point in the game (it is just too op with the only downside being that you have to get it).

It would also be really nice to add some variety like relics/card upgrades or maybe some challenges or pathing choices like in Slay the Spire. Honestly, I can see the game go in so many directions that it's hard to pick what I would like to see the most and I can see it really pop off if you release it to Steam.

Anyway, here's the run, got wrench on level 6 or so and didn't need to use it for score even once (I did end up using it for score just to speed up the process though)


there is a gltch with the cards

 

sorry you had this bug! please let me know if you figure out how to replicate this and i'll patch it!

I really like the game and graphics it reminds me of dominion but kinda more fun.
I think it can blow up if you ever release it to steam! But idk if it's just me or only viable strategy is action cards with some payoff.

I would really love if there are different ways to find the game like scaling resources infinitely or similar. Mby adding artifacts or easier ways to remove cards (even if in game) or upgrading cards.

It's a great game and I'm enjoying playing it, but I feel like it has a chance to be really popular if there is more strategies to win

Loving it! Very fun and addicting

With 'Wrench' + cheap draw 2/3 cards actions + Energy cards  you can pretty much go infinite.  Got 260 ore each turn.  Fun game!

Edit: Got a even crazier run! over 14000 ore mined and found a bug: when you have over 9999 ore the numbers doesn't fit in the box

(3.01v) Very addicting game. Love the gameplay loop! I would love to see more!

Game feel is good. I like the balatro style card movement, CRT screen effect and level intro and outro. I would like more pizzazz/partical/card visual effects that tie into the mining/pixel theme if your sticking with it. The overworld is cute, but I would like some backgrounds while playing to reflect the location I'm in. I wish the location had some effect on the gameplay.

Game play wise, I wish you could have branching paths for different locations or events (I thought it was initially, based on the navigation in the overworld) but as I said in the beginning: very fun finding synergies, combos, and managing priorities. I would also like seeing more card modifications other than upgrading resources. Maybe adding equipment/events that modifies actions/tools? (Can you tell I like Slay the Spire?) But just things that would make it more fun/replayable.

Game balance wise, it feels like that the optimal strategy is the only strategy to win (ie no build variety to win the game). I was stuck on the level that required 90 scorium for a while until I realized what cards I needed to win. And that combo of cards depended on the RNG of the early shops. (The combo was early goldmine/0 cost resource generation into walkie talkie to duplicate resource cards to 7 value, into salamder, campsite, draw/energy cards, wrench) And it took a while. So, personally I want more build variety and maybe some other gameplay modes for replayability.

Overall, great game and I would love to see more. Good luck!


I found this quite fun, but very difficult. I'm feeling that I lack agency, as I know a few combination of cards that can let me win (mostly, combining the campfire and the salamander), but I don't feel that most runs have a pathway to victory - I find myself having most runs end at the stage where you need 90 score, but the two runs that won were super easy because of the available upgrades. I think it would feel better if it were a little bit less random (possibly with some additional difficulty to balance more choice).

After a bunch more plays:

It's very easy to lose in the first few stages if you are aggressively trying to spec towards a winning strategy - seemingly if you don't do this your runs almost never end in success. Once I got the snowball going (usually, gold mine > walky talky > salamander & campsite > 0 cost pips > wrench) it was quite easy to win. 

This leads to a high level of difficulty that is driven more by randomness and less by player choices. If you had a more certain path to a given build it might feel better for players, even if the game were made more difficult numbers-wise.

Heyo! The new update is pretty awesome! I like the new strategies introduced, such as how cards like Gold mine encourage the usage of more resource cards, and Wrench encouraging more action cards. And while the new creature is definitely a downgrade from the original, it's new mechanics are pretty fun too, plus the original was definitely overpowered.

My only complaint would be the nerf to the Prospect card. Using it was one of the most fun parts of early game, but now it's rendered entirely useless. I'm honestly curious as to why it's price was raised, since cards like Aquifer and Corkscrew now directly outclass it, giving a +2 or a +1 to all resources for the exact same cost.

I think that the entire point was to encourage buying cards from shops rather than sticking to your original deck? On top of that, playing Prospect used to be just strictly better than playing a small ore/score so I think it also encouraged more choice gameplay-wise

Not always. Once you start racking up higher value cards, it becomes a choice between, for example, 5 ore now or +1 ore for the rest of the game. It naturally becomes less useful towards late game anyway.

sometimes this happens and i cannot progress to the next round?
 i will follow up if i can replicate reliably

hi - so sorry you had this bug! only one other person has actually seen this bug as far as i'm aware, so if you do manage to replicate it, please let me know so i can get it fixed for the next version <3

so - i think the action that is causing this is essentially the double click on the "GO" button after beating a round is causing the issue - possibly reopening the shop scene and causing cards to not be removed from the scene properly?

ty so much janeware! i was already able to replicate and patch the bug, this will be fixed in the next update <3

I'm really loving the update and it's an amazing game, but I want to play it more, so I'd love to see an endless mode

first time breaking the 1000 ore mined mark! this game is so fun!



with the minecarts i got to draw my whole deck every turn

I have encountered a bug that causes things to sometimes cost way more than the listed ore and leave you with negative ore.

sorry to hear that - please let me know if you can have further details or can find a reliable way to replicate this bug and i'll have it patched right quick <3

from what I can tell, it only does it after the first time you lose or win, and i think it's keeping the previous cost underneath or it's pressing the button twice in the same moment. best I can do

I did eventually end up winning regardless, the fix to the bug is uninstall, reinstall. the way to beat the game is prioritize boosting one scorium as high as possible while getting energy and positive card draw from minecart and the creature

This game is so addicting and fun!! The new card system looks absolutely amazing! My fave card is the creature <3

omg finally did it with a single big beefy scorium!

so good, awesome game : ) i love the polish on the cards, music, sfx, overall mood.

Neat thing! Beat it in two. The two separate resources make for fun multi-dimensional decisionmaking. Always fun to see what happens to the deckbuilder design space when a different mechanic becomes central - in this case, meta-scaling. 

On that front, the non-scaling payload cards (i.e. axolotl, map, mole) feel like a trap to me. Maybe they help you out at the start, but they only bog you down near the end of the game. May some sort of action-card-specific synergies are in order? "The next action card you play is played twice"? "Action cards are free this turn"? 

More broadly, I think the game could use some more diversity of viable strategies. Right now I suspect all winning decks are roughly the same-- one or two big, pumped-up scoriums that you try to play as often as possible. There's decent flexibility even within that, but it'd be nice to have some other win conditions. Something with action cards? Lots of smaller scoriums?

Anywho, fun game! Looking forward to see where you go with it!

ty for the feedback - totally get what you're saying. i'm simmering on a card & content update right now and i could totally use some ideas like this for some secondary archetypes that would make the game more interesting!

Cool! I'll do some pondering and see what I can come up with.

Congrats, such an awesome game! Got to the end with a very thin deck and big multiplying score and ore-ium! Great work!

What a fantastic little game, had me hooked nearly the whole morning trying to figure out how to beat it. Super cool :)

Almost bizarrely delightful and extremely satisfying. Well done!

Awe, I wanted to continue playing with my broken deck

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