Even just zooming out the camera would be a significant improvement to the experience of playing this game. The driving force of a roguelike is having a means by which the player can get better at the game with every death, be it the roguelite's between-run upgrades making the game innately easier, or the roguelike's learnable game behaviors/functions that let the player begin to anticipate the game. Instead, I find the most success just playing veeeery slowly, as not to get stabbed by a random wall sword. Yes, there seems to be a small number of maps that're just randomized in order, but without being able to SEE the maps, the player has no chance to properly familiarize themself with those maps. Between that and the perfectly hidden wall swords. this game is definitely holding itself back
Managed to clip into a platform by switching while in the air, then falling into that platform's collision on level 7. Can't make the character exit collision, but can make him wiggle around inside the platform. Not a major issue, because of the reset button, but interesting regardless
This patch and the pawn rework are stellar. Promotion is very reliable via top-to-top promotion, right-to-left priority, and 3-pawn promotion. The starter shield helps early-game, pawn upgrades got cheaper, and classic pawn moves make the game more skillful (the old pawns trivialized games)
The short-move change is corner-case, but can end fights faster for a bit better income. With gems always worth 4 gold now, income is more consistent, and the gauntlet shop helps a lot
The last big change is the splash damage buff. The ability to double-hit nimble enemies or pin them on others is huge. It makes splash much better. Before, I rated splash the weakest upgrade, but now I think it's always worth a thought
Personally, the big flaw now is lack of game variety. There's the same 7 levels, the same one gauntlet fight, and that's it. I wanna see new elements mix things up (new levels/modes/upgrades/etc), because general play experience improved, but not replayability
Having just won level 5 of gauntlet, I think I can safely say the random elements of the game (available upgrades and card draw) are features of the game and lend themselves to replay value. Enemy behavior is predictable, and you can see the cards still in your deck, which is where a lot of the strategy has always been. However, the short main game and lack of upgrade variety holds back overall replayability. This isn't really fixed by the gauntlet, because it's not a fully-realized mode yet. As is, it's repetitive (the board is always the same) and designed to pile on until insurmountable. This is understandable, considering the game's development status, but something to keep in mind regardless. I would love to see the game get a fully realized gauntlet with varied encounters as well as a longer main game with more upgrade options, because this game is very promising
Cantrips are far and away the best upgrade. The ability to make extra moves (and not deplete your rewards) is great at snowballing both the individual fight and an entire run. Paired with shields you can make especially greedy plays and take minimal punishment. Personally, I exclusively buy cantrips for the first few levels, then prioritize giving abilities to blank cards (favoring shields, but splash can do a lot of work if well-placed). I just finished a run where this strategy resulted in only ever taking 1 heart damage, and only on the final fight (despite not spending all my funds in the final shop. I would recommend adding a floor count on shop screens, by the way)
I haven't played in... *months*, but when I came back Quinn's structures weren't showing up for me anymore. They're still in her shop, and I'd already bought them, but I can't place them (and after I removed them from my grid to rearrange some crops I couldn't put them back)
I don't necessarily think that the gold income is AS low compared to the items for sale as others are making it out to be, but it definitely is too low. Additionally, I think unlocking (at least some) new characters should be tied to performing specific tasks, not a huge sum of gold. For example, there's a mission related to destroying spider eggs. Make the target number significantly larger and have that be the requirement for, say, the Necromancer. Giving players specific goals to make progress, instead of a generic "spend 100000 gold" or what have you, encourages continued play and, depending on the goal, playing the game in ways that make new and interesting challenges (maybe "kill an enemy that has 12+ hp" so you deliberately let an enemy get stronger or "don't take damage to your health for 7 turns in a row" so you have to plan the board carefully)
Having a quick-clean button to disconnect all nodes you can manipulate from the current terminal might be useful. It would make resetting a room easier if it's gotten too messy/you've messed too much of it up
So there's an interesting glitch where if you jump on your dad's head and interact with the door you'll end up below the map. Fortunately, you can look up a little for an interaction point that then *actually* puts you outside. Don't understand how that works out, at all, but luckily it does
The cursor glitch makes this nearly unplayable. The inability to rotate the camera consistently means movement is a hassle, and in the card games it can mean you make misplays where you wouldn't have otherwise because the cursor jumps. Furthermore, the game is riddled with typos. As interesting a concept as this is, it simple isn't worth suffering through these problems. 1/5
So I think it's worth noting that while Warehouses only give you a flat bonus to starting food, it seems to be a permanent bonus. Still not as good as a food/second buff, but it makes the early set-up slightly more bearable
Refresh the game! It will work permanently after the first refresh :) Sorry about the inconvenience.