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

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)

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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.

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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.

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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.

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