Oh wow, you've improved so much! Every choice you made this time felt really strategic, and it paid off in the end. By the way, I'm not sure what happened at 28:00, but I believe that bug and similar issues were fixed in the update I released a few hours ago. There's also another update with new content coming "soon", I just need to find the time to wrap up development!
New cards slots prices always increase by ×100, starting from 700 to add the 4th, then 70.000 to add the 5th, ecc... Until you have the max 10 slots (cost is 700×100^6=700.000.000.000.000 which is 700 trillion)
If you plan on doing a full multiplier strategy like in this video, the best way is to have one or two cards that adds a really high number to start with, and then the rest multipliers after. If you also have a card that forces the result of coinflips or dice to land the same way, that can really help too as the better multiplier cards are coin or dice based.
Building a deck based on length seems to be the way to go. You get BIG points in the end. It's pairs well with ability cards. I won't spoil it for you but you should give it a go
Hey, dev here )/ I wouldn't call the game a "clone", but he inspiration from ROLL's gameplay loop is there for sure (gain points from combination of random items in your deck, then spend points in the shop), which to be honest are the same mechanics you find in every clicker game paired with the mechanics you find in every roguelike deckbuilder game. The cards-equation-building aspect of the game should already be a relatively strong deviation from ROLL's dice-based mechanics, but I understand why the game might seem like a straight up clone in its current prototype version (made very quickly for a 7 days game jam competition). In next updates, with new gamemodes that are radically different from the one you see now, and with new gameplay mechanics added, there won't be many similarities left, with probably only the minimalist graphics paired with the fact that items in your deck generate points remaining (which again, is something every game in this genre do, not just ROLL, look at "Luck be a Landlord" or "Balatro" for example). By the way, just to clarify, I had a conversation with the ROLL dev already, and he likes the idea of his game inspiring other games like mine.
@@oddeyesgames oh well hey I understand why my comment might seem like it does, but I really have no hatred for you or the game, its looks amazing, i love it! I just also enjoy pointing out the similarities and inspirations such as flagging the item in the shops and the graphics of the money being collected. I’m sure there are many out there who will and even are attacking you for those things but like, why WOULDNT you use an amazing feature?? Sorry if clone was too strong a word.
@@theendofthestart8179 No worries, I took no offense, also because strong similarities are indeed there for now. I have been completely transparent about the ROLL inspiration with comments/replies on the game's page, as well as when contacting ROLL's dev and Gothic, which, as of now, is still the only UA-camr I contacted precisely because of its love for ROLL. Also, fortunately, I've had no attacks from other people for taking inspiration from another game (even though maybe I should say "yet") and I certainly didn't consider your comment as one of those attacks, so no need to apologize!
Oh wow, you've improved so much! Every choice you made this time felt really strategic, and it paid off in the end.
By the way, I'm not sure what happened at 28:00, but I believe that bug and similar issues were fixed in the update I released a few hours ago. There's also another update with new content coming "soon", I just need to find the time to wrap up development!
Aargh! You passed on the green pea! Imagine hitting length**length a second or third time without having to buy it in the shop.
New cards slots prices always increase by ×100, starting from 700 to add the 4th, then 70.000 to add the 5th, ecc... Until you have the max 10 slots (cost is 700×100^6=700.000.000.000.000 which is 700 trillion)
If you plan on doing a full multiplier strategy like in this video, the best way is to have one or two cards that adds a really high number to start with, and then the rest multipliers after. If you also have a card that forces the result of coinflips or dice to land the same way, that can really help too as the better multiplier cards are coin or dice based.
If you rolled the elephant earlier the run would have been way better
Building a deck based on length seems to be the way to go. You get BIG points in the end. It's pairs well with ability cards. I won't spoil it for you but you should give it a go
I did some math, and you can hit a 444 digit number with just a few cards. I wonder if the game just gives you inf or something if you go too high.
@@mawillix2018 I see you trying to break my game 👀
I don't think there will be problems if you go too high, but there's only one way to find out...
27:46 judge isn't 111 111 times your draw length, but times your deck? So it is a lot bigger than 666 666?
it really is just a "roll" clone, which is fine but still think it should be pointed out
Hey, dev here )/
I wouldn't call the game a "clone", but he inspiration from ROLL's gameplay loop is there for sure (gain points from combination of random items in your deck, then spend points in the shop), which to be honest are the same mechanics you find in every clicker game paired with the mechanics you find in every roguelike deckbuilder game.
The cards-equation-building aspect of the game should already be a relatively strong deviation from ROLL's dice-based mechanics, but I understand why the game might seem like a straight up clone in its current prototype version (made very quickly for a 7 days game jam competition). In next updates, with new gamemodes that are radically different from the one you see now, and with new gameplay mechanics added, there won't be many similarities left, with probably only the minimalist graphics paired with the fact that items in your deck generate points remaining (which again, is something every game in this genre do, not just ROLL, look at "Luck be a Landlord" or "Balatro" for example).
By the way, just to clarify, I had a conversation with the ROLL dev already, and he likes the idea of his game inspiring other games like mine.
@@oddeyesgames oh well hey I understand why my comment might seem like it does, but I really have no hatred for you or the game, its looks amazing, i love it! I just also enjoy pointing out the similarities and inspirations such as flagging the item in the shops and the graphics of the money being collected. I’m sure there are many out there who will and even are attacking you for those things but like, why WOULDNT you use an amazing feature?? Sorry if clone was too strong a word.
@@theendofthestart8179 No worries, I took no offense, also because strong similarities are indeed there for now.
I have been completely transparent about the ROLL inspiration with comments/replies on the game's page, as well as when contacting ROLL's dev and Gothic, which, as of now, is still the only UA-camr I contacted precisely because of its love for ROLL. Also, fortunately, I've had no attacks from other people for taking inspiration from another game (even though maybe I should say "yet") and I certainly didn't consider your comment as one of those attacks, so no need to apologize!
@@oddeyesgames absolutely lovely to hear, keep up the amazing work! Endless mode when 🔫