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forgot to screenshot but got a 902 score (14 x 64.43$ something)

Impressive! What did you use to get the high score?

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So what is fury status, exactly? Does it do the max possible damage for an item? (I see it gets rid of items, but does it do anything else?)

It only gets rid of items. Maybe I should just call it "delete mode."

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my score!

very fun game!

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Great Update! There are punchy gloves now on the apparent character exclusives. Oh no, garbage items! You threw off my Deck duplicator groove! (Still bought two!)

And I finally saw Doc again! I forgot how tricky he is, especially with that one full heal that you have to freeze or lose a universe to.

Is his primal first aid supposed to do anything if his HP is not at 1? He still healed even though I had Exclusion Principal to make sure he didn’t have a 1 universe.

Did doctor have the regenerate status effect? Even if the item does nothing, doctor would still regenerate some HP from that status effect.

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I should have screenshotted to confirm. I don’t recall now.

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Cool concept as always, and great music!

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OK I know it's silly but I don't want to fight the coughing baby lol

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perfect tutorial score, took 23 tries

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in the profound sense of the term, no such perfect score exists. no matter how much of a good job one thinks one has done, it is always possible, if difficult, to be bettered with sufficient skill

wha

I just got "skill issued"

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108.54 tutorial, 10.85 intro what a funny coincidence in score

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I am successfully very bad at this game

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I did worse

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pretty fun really cool idea too

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Having played through more than a hundred times now, mini-bandaid should be cheaper by 1. Pretty much all the healing items are better.

Sword and Shield should be a repeatable item, not one use. It’s technically worse than knife which does 2 damage since it contributes less towards ending a round.

Nubby universes are too expensive towards the beginning. They have to survive a while to be worth it.

I wonder if final boss Doctor’s frequency is bugged. I get him a lot less than Medusa or Princess.


I just now discovered infinite money mode exists so I can play test hands.

I think the cheapest hand I can consistently beat the game with is Dagger, Wave Collapse, Icy Breath, Recycle, Auto Energy (to make deck duplicator’s frequency increase), Deck Duplicator. I got about all of those (subbing EMP for freeze) in one real run plus a few things I didn’t need and got 827.25. If you got lucky, picking up the quarter for each universe defeated, the ten dollar bill, and the blind for 5 I bet you could break 1000 points.

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I'll check Doctor's frequency.

Nubby is expensive because making a new universe is a huge deal. One strategy is to get ten dollar bill (lowers max HP and gives you money), then get nubby, then recover a few times to get some max HP back. Nubby is still a risk though, but that's by design.

Sword and shield was originally multi-use but I found it was pretty overpowered. Getting at least two sword and shields means you can easily play nothing but that item and steamroll enemies. It felt bad to have such an effective strategy based on only spamming a single item.

I'll check tiny band-aid.

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I’ve tried nubby a half dozen times, and even with aggressive healing and the tactic you suggested, there is enough chaos that the dollars invested probably pans out less than 50% of the time. Kobold, that guy with Silence, and the Knight pretty heavily punish low HP and right-side universe situations and it is pretty common to get one of them, so you have to keep investing on healing. I’ll buy a nubby before a final fight if I think I can roll over boss (e.g. I’ve got EMP and some other shield game vs. Princess), but I’d rather reroll most days.

Maybe the balance with sword and shield is to only add shield if you don’t have more than one or two.

I’ll look into lowering the cost of nubby. It’s probably okay to lower it; honestly you could make an argument that an entirely free nubby wouldn’t be too unbalanced since a 6 max HP universe is as much of a liability as it is an opportunity.

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The math works out that you can get 8 extra dollars in play if you keep it alive the whole game. I feel like progressively making it more expensive is the best strat so when you are really cash strapped at the beginning you can try to farm it, but if you just want to gamble for points at the end, you better be confident.

As an example of what is meant, a Nubby universe gives you an extra dollar after each round if you win. I built a random collection of objects without too much deckbuilding strategy, bought a nubby before the first fight, and I scored 955.05.


I would suggest a balance check for wave collapse, it's extremely good in my opinion

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Re. Wave Collapse, I feel like there is a conundrum. If you don’t invest in attack items because you are doing a status or shield flip type run, it is pretty hard to win without it because you are in rounds for so long because your attack is flat out bad with the defaults. Going without it on non-attack runs feels like a punishment for attempting any sort of ‘creativity.’ And part of the problem with that is many of the other healing items are pretty situational - if the healing situation were more balanced, wave collapse could be better regulated. And I’m not really sure how to approach that without a lot of tweaking and playtesting.

If you go gangbusters on attack items and shuffles, wave collapse lets you coast. I feel like the balance would be to reduce frequency/increase cost of wave collapse if too many attack items or increase frequency/decrease cost if you purchase more status items and are clearly going for something kind of “off brand.”

Ultimately I’d rather play a fun game than a perfectly balanced game, and wave collapse works in that direction. And the runs that I remember most fondly were probably my first or second run where it came together right away where I had poison and flip and could nab shields, and that one absolutely bonkers run where I think I somehow lootboxed a second deck duplicator (I really wish you could see what you bought at the end of a run because I wish I could verify what I did for that one - I was still learning the ropes.) and wound up with 46 energy.

But one way I would balance wave collapse is to make sure you can’t have more than one, even with deck duplicator.


But mostly, I think the biggest missing item right now is a healing item that gets more effective when you have fewer universes. That would truly make those low universe runs viable, playing close to the edge.

Its pair would be an item that heals if you lost a universe in the current round.

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> I really wish you could see what you bought at the end of a run because I wish I could verify what I did for that one - I was still learning the ropes.

That’s in the game now, and will be coming to the updated demo I’ll put out very soon. The fix was as simple as making sure the “view deck” button was still visible on the end screen.

> [there should be a healing item that heals you if you’ve lost]

I’ll probably make an item like that for the Medic (a character in the full game) since that seems like a good fit.

> [there should be a healing item for low universe runs]

“Miracle” heals (if I recall) five HP in the universe of your choosing, which IMO is generally more useful the fewer universes you have. It occurs to me that I could have the shop be more likely to stock items that it thinks are more useful to your current run, which might be necessary given how “bloated” the item selection has become.

> [wave collapse is kinda OP]

I intentionally made it VERY powerful and one of the best items in the game, because IMO it’s fun and ties in very nicely with the “themes” of the game systems.

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[there should be a healing item for low universe runs]

“Miracle” heals (if I recall) five HP in the universe of your choosing, which IMO is generally more useful the fewer universes you have. It occurs to me that I could have the shop be more likely to stock items that it thinks are more useful to your current run, which might be necessary given how “bloated” the item selection has become.

The thing about those single universe target items is they take up a whole deck slot. I feel like there a sweetspot that is “Once per floor, pay 4 energy for 20 healing divided evenly across all universes you have, rounded down.” So if you have a four universe run, it’s super nifty, but a waste of a card in many universe situations.


Agree with your logic on wave collapse. It helps with the fun.

And also agreed on adjusting the shop inventory to match your current situation!

High scores reset if you end another run, win or lose.

I'll look into that.

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it turns out I was doing something VERY silly; I was loading the high scores on the episode selection screen. Which works unless you choose to resume a previously saved game, because then you bypass the episode select entirely. So now I just load the high scores at startup and it just works. (I’ll make a patch to the demo soon.)

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Really interesting concept! Easier to pick up than I'd imagined it being

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found another typo: "ammount"

Oh and for the Nurse's Syringe card, "halfing" should be "halving".

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I also encountered a glitch where looking at the Cave Woman's deck on the first turn showed that she had a bunch of the "O'Clock" cards, but then on later turns it didn't.

Sorry for doing this as a reply chain instead of editing the original comment; Itch was telling me I had to do the verification thing but wasn't bringing the verification thing up for me to actually do it.

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thanks for the typo reports!

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No problem. Got another for you: The card "Vitiman" should be "Vitamin". And a small inconsistency, but Wrist Cuff has a comma after "Once Per Battle" instead of a colon. And Pen Stab capitalizes "Do" in the middle of a sentence. It also seems inconsistent when sentences do or don't get periods at the end. Bite says "do" (the start of the sentence isn't capitalized). Claw Swipe's period should be outside of the parentheses.

(Sorry lol)

(6 edits) (+3)

A couple more of these and I could have found out if the game bugs when the opponent starts with 0 hit points. Alas.

Also, playing like this feels like a sin.


Other really strong starts besides autos + double deck…

Recycle + wave collapse healing + attack items + freeze breath (usually can find wave collapse when you need it which lets you conserve cash - current max with this strat is 827.25). Freeze breath can be subbed for EMP, shield swap, and steal shields

Silly shields (particle collapse + Lottery + Autoshield + a shuffle or two) (But fight the shopkeeper instead if princess comes up, she’ll wreck you)

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You can’t have max HP be lower than 1; It’ll just stay at 1 if you try to make it lower.

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Fabulous, original concept. You probably get a lot of complaints about deck bloat, I hope to see a solution that's more creative than simply paying to remove. Perhaps work in a system where deck bloat isn't an issue? It's your game, not mine.

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I have a few ideas about removing items from your deck, including one I'm going to test out soon.

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I'll await your update with the anticipation of a condemned man on the guillotine. Maybe a little less, but around that level. Expect more feedback from a random internet stranger.

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Very much enjoy the concept. Would love a way to slim down my deck and would gladly pay for the option! Looking forward to the development.

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It's funny that final score factors in money because rental sword is a great item to have on the final boss

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please don't take my staus, I need that

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You don't need that many staus anyway, one stau is enough.

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Can't believe I didn't catch that. I've stared at this card for so long and never caught the typo.

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“Psionic” is also spelled wrong in the fairy’s attack, if I recall. You’d think it would be spelled like psychic, but can’t have consistency in English.

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I fought the shop keeper

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He’s the true final boss if you are trying to go for a high score. The two times I beat him instead of the final boss, I used the combo of “start fight with X” options, buy attack items, and then double deck strat to wail on him before he can set up.

A lost a couple universes to the damn kobold who is the true true final boss, but 575.68 is my current best.

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I’ll probably nerf Kobold a little in the final game.

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I feel like if there was another round before him, he’d be okay. Kobold’s pain in part depends on you had before him.

He almost always takes more lanes than Medusa, especially if he shows up in the same game as the dork who runs away so I am missing buying power because I couldn’t shut him down fast enough. Some of those early guys also have the force a draw power, and if I didn’t pick up a better weapon, I sometimes miss on lanes I could have won because I could hold even, I just needed to get lucky.

Overall, Kobold feels like an off-brand strategy wrecker - he piles on damage pretty quick.

If the player is trying something kind of weird and doesn’t have a freeze item to shut him down, it’s rough. I wind up taking the Healing Wave collapse or shield boosts I really wouldn’t want quite yet just to deal with him.

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This is an awesome concept for a game, and a unique take on the roguelike deckbuilder genre. I’m excited to see where it goes.

(6 edits) (+2)

Edit 4 2025-11-13

Having given it another couple goes, the biggest quality of life updates I would add are…

  • Moving “useless” cards to the bottom of your deck (e.g. start of round effect cards) but only if you don’t plan to have bosses that seal the 1st card drawn in your hand, etc.

  • Threat range indicators on enemy turns, flickering on your HP bars and shields, for min and max damage that could be dealt. (Like clipboard would show 2 solid yellow, while spit, a range of 1-3, would show 1 solid yellow, and 2 blinking yellow)

  • Stealing nintendos little faces idea, icons for the status effects added to the tooltips and attack descriptions would be helpful.

  • Show deck on the ending screen so you can examine or screenshot it.


  • Another couple rounds tried, and I feel like the opportunity to get marginally improved basic attack items (e.g. plain knife) is just a little too rare. I am winning without them, but they aren’t coming up even on reroll.

  • An item to convert turtling into damage boosting would be nice. I had a run where I went silly shields - like starting a round with 12 shields and all I wanted to do was convert some shield to damage.

  • The nub universes should be a lot cheaper, or the max HP lifting item should continuously keep going. I haven’t felt like they are worth it.

  • I have only bought small bandaids once and never again. I think they should be cheaper or reusable.

I’ll edit if I think of more things.

(3 edits) (+1)

I had fun with poison self for shields, double shields, and flip status to opponent combo.

Real MVP was wave collapse healing. EDIT The dumb opponents card was even better.

I wish there was a way to pay to remove cards from deck or else something else to pay to upgrade came up. From the comments apparently there was a card for that, but I never encountered it, which suggests the frequency might be a bit low.


I ignored money gain, and did okay. Not losing any universes was more important, and I managed a perfect run until princess.


In the main game, there is a ‘secret’ boss fight, sort of.

I got whacked because I found it before I fought anyone else and had no items!

Edit: Beat the boss, but I didn’t fight the last mainline boss! It ended my run!


Edit I also feel like using eye-contact on Medusa ought to have a side effect, lol.

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Noted. The full game will have you start with "junk" items in your deck, so I could add in an effect to remove/transform those.

And there's a few effects that let you alter your cards' cost, though maybe I should add more.

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I would say pay to upgrade is fine. If you were super fancy you could combine items into others, but that sounds like work.

A few more one cost items would be helpful, especially a one-cost item that let you use it multiple times in a turn to poke so you didn’t need to buy multiple. I found myself wanting to poke the enemy a lot because I had one more power but nothing to do with it on probably about 1/3 turns.

Edit: Something like Basic Jab: spend an energy to poke a single world for one damage (option always available). Useful enough to disrupt certain effect cards, lets you burn extra energy for something. Would be less useful as more worlds, but hey.

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my score was 531. great game :)

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Well this is pretty cool. Its very unique and is like playing a roguelike with really bad luck which is complemented by all the randomness in the items. I've only played the tutorial and one other run so I assume there's a fair bit I haven't seen yet, but I would like to see some way to remove items from your deck and some support for low universe runs; although if the goal is score rather than survival, low universe runs wouldn't work. First impressions are really good though.

High Score: 290.78 

Edit: Yeah I see the low universe synergies now. Its a fun game and I wanna try many different strats. (also I think shuffle is really good)

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There are items like Scope and Jab which are designed for low universe runs (since they only work in 1/2 universes, they're relatively better when you have fewer universes.)

Item removal is... sort of here? "Recycle" lets you transform your broken daggers into shuffle items, and one of the characters in the full game can buy an item that lets you remove certain kinds of items from your deck. I might add more ways of removing items, though.

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hot take, i like how item removal is so limited, it often feels a bit over-centralizing in other games

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Neat game! Wish there were more visual representations of items, and I feel like little icons in each universe would be nice, but in terms of mechanics, it's awesome as usual

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I might add more ways for the items to be visually distinct. I think it would be too impractical to have a distinct illustration for each item (as cool as it would be,) but I'll see what I can do.

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Could I perhaps have a list of the items in the game?

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I could compile a list of all the items in the demo maybe.

sweet, thanks

Here it is: https://pastebin.com/UpmvnDd6