It was fun. Could've had more levels.
xyncht
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Got this sailing into a swarm:
Error
Moonring v0.0.814:
main.lua:639: No direction given
Traceback
[love "callbacks.lua"]:228: in function 'handler'
[C]: in function 'old_assert'
main.lua:639: in function 'assert'
actor_manager.lua:2305: in function 'spawnGroupWithNameDirectionAndStatuses'
state_game.lua:14019: in function 'spawnEnemiesOnZoomedInMap'
state_game.lua:13827: in function 'zoomIn'
state_game.lua:7730: in function 'fixedUpdate'
state_game.lua:2673: in function 'update'
main.lua:1266: in function 'gameUpdate'
main.lua:1286: in function 'update'
[love "callbacks.lua"]:162: in function <[love "callbacks.lua"]:144>
[C]: in function 'xpcall'
I think maybe just reframing it could be better. Like, instead of "Yay, you get this good thing! (but secretly it is bad)" you could do "Oh no, a fairy added a card to your deck! (but secretly it may be fine)". Also adding the card altars means this game has *so much* card destruction, so leaving it as is is probably also fine since any cards you don't want you can toss at a shop or altar anyway and you're never gonna use up all the sacrifices anyhow.
Maybe I am misremembering but I thought I went to 0 EP and before the animation played I switched loadouts so I had more than 0 ep (possibly I opened the inventory and manually equipped an item, though) and then I could keep playing just fine, and I did that a couple times but I also failed to do it several times so I gave up on it as a plan.
Beat it once, I think (it said I would continue with the current character sans gold, but I didn't actually get to do that).
I like the current Log-scale health bar system. If there was a numeric version I would probably use that instead because of the tactical advantage, but I prefer the current system because learning to guess the remaining health based on the shown bars is fun. It would also be cool if the base for the log graph itself increased each bar so that higher bars are increasingly unresponsive, so then you could have an enemy where fully half its health is hidden is a sliver of a health bar and it looks like you aren't making progress until you push through and then you only have another 50% hp to deal or so. I wouldn't want a sliver of health to be more than 50% of max hp, though, or it would be less fun, so maybe base should asymptotically approach some finite limit?
I like the routing aspect of the game, and I hope that remains a focus in future versions. Stat allocation and equipment selection is okay, but routing is the main strategic element I enjoy.
It's a little weird that you can keep playing if you switch to an equipment set with more encounters after using the last one fast enough, but will die if you take too long clicking. I see that a pop-up dialogue like when in the equipment menu might feel bad, but what if you automatically switched to a loadout with more ep left if one exists when you run out?
Yes it works now! I didn't understand that resources were all lost at end of turn, and that activating tiles with no dice was free.
The game is not very balanced at present, but the general idea is good and it certainly has the potential to be fun. I beat the ladybug cult, but the king was taking too long so I clicked the top left of the screen where the insta win button used to be to see if it still works and it does.
Note that if your numbers get too big, they wrap around negative, and then if they are negative when an epoch ends the game locks up. The dangerous value is around 2147483647, which is too bad because I was only going to hit something on the order of 2^35.
Also note that infinite loops are secretly not allowed-- the game will forcibly end your turn after either ~100 energy has been spent or ~20 shuffles have been done, not sure which.
Having an enemy that's dangerous because it gives infinite money and xp when you kill it and that freezes the game if you aren't careful is interesting, but I'm not sure it's a good idea because I think good timing on a town portal scroll could get you out of there with 7-8 levels worth of XP from one kill, and that seems like an issue maybe.
Game is pretty and the card effects are well-made and interesting with only a few glitches that I've seen. The only major critique I have is that the cards offered in the first two rounds have an outsized impact on the game, and that isn't very fun with how synergistic the card design is yet how entirely random the offerings are.
Also, in terms of glitches, spaces opened up by normal destruction prevent the game from ending due to a full board, but destruction as a result of the Bat Star's value-lowering effect doesn't.
Final score: 77 out of 70