Is there a possibility to combine few of the same Gamblemons into one stronger one? I assuemed that is how it works but I guess not? I am not sure if there is much benefit to buying many of the same Gamblemons or even buying new ones once you got your combo, because it lessens the chance you get the strong Gamblemons from your deck.
Overall the Ninja is overpowered at 3rd combat, but other than that its quite pleasant.
Also I think it might be a bug - I can remove as many cards as I want in the new shop as long as I have money.
Yes ur right, buying same gamblemons is usually a bad thing. I'm working on it. Ninja is a bit op, the katana gives -20 scores and blood drains all your scores, but i don't think its overpowered because their weight is 1. But some values can change, maybe the values are a bit too much. And yes, removing cards is too op rn, i'll probably give the player only 1 chance to remove an item every shop or make the price higher after every use. The game needs tons of work, and i'm working on it. Thank you so much for leaving a review and playing my game (:
Very fun for a build this early! I noticed in the page photos, there's a "tutorial" button but I couldnt find anything of that sort in the actual game. It'd be super helpful. For example, in my first couple of runs, I thought that the synergy bonus only worked if both mons were in the same lane, which is the opposite(don't worry, learned it later on). Or that the continue button wasnt outright cheating, but that it was spinning for another retry.
The usage of enemy items in lanes provides a fun twist, while for the most part being fair. The weight mechanic provides a lot of incentive to not just stack points like other roguelikes of this genre. One small thing that would be helpful would be warning that the negatives of some of the items can be affected by multipliers. On one enemy, I got a 3X synergy bonus, but unfortunaly one of my lanes had enemy blood, which means I was very far in the negatives and had to give up on that life ;-;
Like a previous commentor noted, the balance overall could be improved upon. For example, on my first successful run, I used the black knight. While the weight of the maces was helpful early on, their extremely low point value while also not providing direct synergies with anything else made them a nuisance later on. I feel like it's a similar sentiment with all of the non-consumables.
I've seen some of the mons that benefit from having a larger team, but there just isn't any way to accrue enough gold to afford more mons while also keeping them all up to snuff. While this might change once the game becomes longer, the sheer utility of something like "lord mutant" feels too large to ignore.
So far, the relics in the game are somewhat "vanilla" relative to roguelikes such as Die in the Dungeon, but what's here so far is quite useful, such as the auto evolving egg. Perhaps relics that synergize with mon effects might provide spice e.g. maybe relics that add more weight to elemental buffs.
Overall, the game has a lot of potential and I can't wait to see what it can become! Definitely will keep up with this game.
There’s no tutorial yet, as the game is still in its early stages. I’m planning to add one as soon as possible.
The Continue button isn’t supposed to appear after you lose, but for some reason, it does in the web player. Since the game is primarily being developed for Steam, getting the web version to work properly is a bit more complicated than I expected. I’ll try to fix that soon.
As for the negative effects, I’m still considering removing that mechanic. I haven’t made up my mind yet, but I’ll definitely add a better warning so players know what they’re getting into!
Regarding the starting items, I think it’s normal for them to become less useful as you progress. I was thinking of Slay the Spire, where the starting cards are pretty weak and you can gradually remove them from your deck. But maybe I’m looking at it the wrong way. The game definitely needs a lot more thought and balancing, especially when it comes to item design.
As for the relics, I’m thinking about making some of them work more like the Jokers in Balatro. Like you said, they could have synergies with our Gamblemons and items, which would make them much more interesting.
Seriously, thank you so much for all the feedback! The game already has a Steam page, but of course I can not get much useful feedback from it yet. Having people like you play the game and share your thoughts, helps me a lot and really motivates me to keep improving it. I really appreciate it!
It's an interesting game with decent mechanics. But I don't fully understand some of the design choices. First, most items are completely useless in the late game. There’s no real way to upgrade or evolve them properly. In that regard, creatures are objectively the right choice 99.9% of the time. This significantly limits the variety of builds. Also, items have no way to consistently provide a multiplier, which isn’t the case with synergies—where, once again, creatures seem to be a much higher priority. Creatures can evolve, which is essentially a free boost—something items lack. Due to the small number of deck slots, there’s practically no incentive to build a large deck; it’s much more advantageous to trim it down to 10 items, including 2–3 consumables. Additionally, creatures that “gain an effect if there’s one of a certain element” also significantly favor building a smaller deck. And it’s a shame about the relics. Usually in games like this, they’re one of the most interesting and build-defining elements, but here, for the most part, they do almost nothing.
Hi! First of all, thank you so much for trying my game and leaving a review. You’re the first person to review my game who isn’t one of my friends :D
About the items, you’re definitely right. The items are generally quite weak. There are some good ones, but even those aren’t enough to convince the player to buy them.
Items don’t increase the multiplier, while Supportives do. But since we can use Supportives with creatures as well, what’s the point of buying items? That’s definitely something I need to address.
There are some bonuses that encourage players to build larger decks, but they’re tied to specific effects and don’t really apply to the game as a whole. I’m currently thinking about different ways to solve this problem.
And lastly, the relics were added in just 1–2 days, including the design process, so they definitely lack uniqueness and depth.
To be honest, this is the first big-scope game I’ve ever made (at least for me), and I’m still actively working on it. I agree with you on almost everything you mentioned, and I’m really glad you pointed these things out.
There will be a lot of updates for this game, and I’d love to have you around for the process. Would you be okay with sharing your Discord?
Hi. I'm glad to see that work on the game is underway. I really like the basic concept—it looks like it has a lot of potential. I'd be happy to help if you need it. art.less on Discord
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Is there a possibility to combine few of the same Gamblemons into one stronger one? I assuemed that is how it works but I guess not? I am not sure if there is much benefit to buying many of the same Gamblemons or even buying new ones once you got your combo, because it lessens the chance you get the strong Gamblemons from your deck.
Overall the Ninja is overpowered at 3rd combat, but other than that its quite pleasant.
Also I think it might be a bug - I can remove as many cards as I want in the new shop as long as I have money.
Yes ur right, buying same gamblemons is usually a bad thing. I'm working on it. Ninja is a bit op, the katana gives -20 scores and blood drains all your scores, but i don't think its overpowered because their weight is 1. But some values can change, maybe the values are a bit too much.
And yes, removing cards is too op rn, i'll probably give the player only 1 chance to remove an item every shop or make the price higher after every use.
The game needs tons of work, and i'm working on it. Thank you so much for leaving a review and playing my game (:
Pretty fun with a lot of potential! Hope you improve open this game. Great work.
pretty fun!
this game has a lot of potential, it's not often a game gets 2 comments on the first day it releases, well done
Thank you so much, i'm so happy that people like this game even though it has a lot of problems. I'm trying my best, get ready for the updates!!
Very fun for a build this early! I noticed in the page photos, there's a "tutorial" button but I couldnt find anything of that sort in the actual game. It'd be super helpful. For example, in my first couple of runs, I thought that the synergy bonus only worked if both mons were in the same lane, which is the opposite(don't worry, learned it later on). Or that the continue button wasnt outright cheating, but that it was spinning for another retry.
The usage of enemy items in lanes provides a fun twist, while for the most part being fair. The weight mechanic provides a lot of incentive to not just stack points like other roguelikes of this genre. One small thing that would be helpful would be warning that the negatives of some of the items can be affected by multipliers. On one enemy, I got a 3X synergy bonus, but unfortunaly one of my lanes had enemy blood, which means I was very far in the negatives and had to give up on that life ;-;
Like a previous commentor noted, the balance overall could be improved upon. For example, on my first successful run, I used the black knight. While the weight of the maces was helpful early on, their extremely low point value while also not providing direct synergies with anything else made them a nuisance later on. I feel like it's a similar sentiment with all of the non-consumables.
I've seen some of the mons that benefit from having a larger team, but there just isn't any way to accrue enough gold to afford more mons while also keeping them all up to snuff. While this might change once the game becomes longer, the sheer utility of something like "lord mutant" feels too large to ignore.
So far, the relics in the game are somewhat "vanilla" relative to roguelikes such as Die in the Dungeon, but what's here so far is quite useful, such as the auto evolving egg. Perhaps relics that synergize with mon effects might provide spice e.g. maybe relics that add more weight to elemental buffs.
Overall, the game has a lot of potential and I can't wait to see what it can become! Definitely will keep up with this game.
There’s no tutorial yet, as the game is still in its early stages. I’m planning to add one as soon as possible.
The Continue button isn’t supposed to appear after you lose, but for some reason, it does in the web player. Since the game is primarily being developed for Steam, getting the web version to work properly is a bit more complicated than I expected. I’ll try to fix that soon.
As for the negative effects, I’m still considering removing that mechanic. I haven’t made up my mind yet, but I’ll definitely add a better warning so players know what they’re getting into!
Regarding the starting items, I think it’s normal for them to become less useful as you progress. I was thinking of Slay the Spire, where the starting cards are pretty weak and you can gradually remove them from your deck. But maybe I’m looking at it the wrong way. The game definitely needs a lot more thought and balancing, especially when it comes to item design.
As for the relics, I’m thinking about making some of them work more like the Jokers in Balatro. Like you said, they could have synergies with our Gamblemons and items, which would make them much more interesting.
Seriously, thank you so much for all the feedback! The game already has a Steam page, but of course I can not get much useful feedback from it yet. Having people like you play the game and share your thoughts, helps me a lot and really motivates me to keep improving it. I really appreciate it!
It's an interesting game with decent mechanics. But I don't fully understand some of the design choices. First, most items are completely useless in the late game. There’s no real way to upgrade or evolve them properly. In that regard, creatures are objectively the right choice 99.9% of the time. This significantly limits the variety of builds. Also, items have no way to consistently provide a multiplier, which isn’t the case with synergies—where, once again, creatures seem to be a much higher priority. Creatures can evolve, which is essentially a free boost—something items lack. Due to the small number of deck slots, there’s practically no incentive to build a large deck; it’s much more advantageous to trim it down to 10 items, including 2–3 consumables. Additionally, creatures that “gain an effect if there’s one of a certain element” also significantly favor building a smaller deck. And it’s a shame about the relics. Usually in games like this, they’re one of the most interesting and build-defining elements, but here, for the most part, they do almost nothing.
Hi! First of all, thank you so much for trying my game and leaving a review. You’re the first person to review my game who isn’t one of my friends :D
About the items, you’re definitely right. The items are generally quite weak. There are some good ones, but even those aren’t enough to convince the player to buy them.
Items don’t increase the multiplier, while Supportives do. But since we can use Supportives with creatures as well, what’s the point of buying items? That’s definitely something I need to address.
There are some bonuses that encourage players to build larger decks, but they’re tied to specific effects and don’t really apply to the game as a whole. I’m currently thinking about different ways to solve this problem.
And lastly, the relics were added in just 1–2 days, including the design process, so they definitely lack uniqueness and depth.
To be honest, this is the first big-scope game I’ve ever made (at least for me), and I’m still actively working on it. I agree with you on almost everything you mentioned, and I’m really glad you pointed these things out.
There will be a lot of updates for this game, and I’d love to have you around for the process. Would you be okay with sharing your Discord?
Hi. I'm glad to see that work on the game is underway. I really like the basic concept—it looks like it has a lot of potential. I'd be happy to help if you need it. art.less on Discord
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