This happens to me frequently, started having to refresh every battle, but it kept happening even more (more reels makes it more likely) , so I had to stop playing.
The game becomes laggy in full screen, I think because my system resolution on my laptop is high.
But, I'm not sure what you mean by full screen and then minimise? Click the full-screen button, then do Windows+down to minimise? It didn't seem to help.
Very nice game! Some comments: Artefacts like coal should be saleable. Since most of the time they just make you weaker. It would also be nice if all reals like Weapon+Coal+Poison would be rolled simultaneously, since it gets a bit annoying to roll so many times per round.
I absolutely love this concept. It needs a bit of polish, but the base idea is excellent.
Suggestions:
I think if you're going to have artifacts that add status effects (such as Coal) they either need to be their own reel(s) that do not impact your base weapon, or they need to scale with your weapon damage. As it stands, obtaining Coal feels like a burden that actively makes you weaker.
I also think that harder fights should have a higher minimum bounty. It feels terrible choosing to fight tougher enemies only to be rewarded with 0 gold, and a boss fight feels like it should always have a minimum value of at least 1 gold per reel.
If you continue to update this, I'd love to see more options for starting gear or even entire characters with different gimmicks. Perhaps a bandit class that focuses on stealing money/doing more damage when they have a lot of money, an alchemist that focuses on status effects, etc.
Bug Reports:
- I've experienced an issue multiple times where I level up mid-combat and I am unable to spin a reward. This seems to be linked to having +20% XP.
- When starting a new run after dying, my equipment durability is often not at full (for example, I'll spawn with a club that has 2 uses left and a knife that has 20)
I LOVED THIS!! This was so much fun, Orb Tower was so much fun, I've been playing it a bunch in my offline time as well, and I can't wait to see what you keep creating.
cool, but the modifiers to the slot roller are not interesting enough to warrant the mechanic in the first place. trying to target a good roll is not worth it compared to clicking immediately, and i wouldve rather had the game roll for me since the animations are too slow. lots of potential from this foundation.
I had an issue where i leveled up while in a fight with a slime and it made the next attack pop up over the level up slot machine. so, i did not get to add another skill.
Great game and premise, the mechanics are fun and gameplay feels smooth. However, I have a bit of feedback about the burn effect, because it simply sucks.
At first, it seems nice to have a status effect which can cause a lot more damage than your starter weapons can.
However, as there is no late-game scaling, an effect that has no guarantee to give you even a measly 3 damage per stack just ruins your build later on. considering the fact I cannot sell artefacts once bought or gained, I might gain a coal from a chest that will simply ruin my run with severe damage reduction.
Because I felt like this is a whiny complaint, I also have thought of a solution for it - area scaling. If the burn damage could start off small, but scale per area of the game you have passed, you might then be able to incorporate it to your build without it taking away from your damage potential. You don't have to use my solution, but I'd like another solution then, because I think burn is a great gameplay mechanic, and it's sad for me to avoid it because of it's scaling.
If I'll have any more feedback, I'll post another comment. Other than this, the game is great!
The most frustrating game ever, I can't bring myself to say anything positive, rolling an absolute Zero on a treasure chest has brought a scowl to my face that will never, ever leave me.
Very fun, lots of potential. There's a few bugs, like, if I level up right after killing the last enemy, the game just skips the level up reel or I get an overlay glitch where I can't click on the 'stop' button and can only progress to the bounty reel. And, sometimes, I can't retry after dying, only after I refresh the page.
There's some balancing to be made in regards to the bounty, the 0's are just too punitive early-to-middle game. And my build just gets extremely broken when I get lucky and am able to get lots of coins.
The fact that I can open chests more than once makes getting artifacts very easy, if we could only open it one time, or if the chest enemy was stronger, this wouldn't be an issue.
The focus power-up just seems useless right now, in fact, I can very easily beat the game without using any items, just weapons and artifacts.
We should be able to see the probability of getting skulls before clicking on the 'rest' button.
There should really be a way to alter the settings while in game, a pause menu, if you will.
The game is very damage-heavy, defense builds/artifacts are too weak.
Great game! Although it is random in its base, it still has an element of personal skill and reaction speed. I lost all items after refreshing the page. Is this a bug or a feature XD
Runs feel to random, my first run i got a chest and shop, this run got no chests and no real money and is a complete slog... Interesting game needs more polish
This game is awesome! The roguelike genre has always been one of my favorites, and the gambling aspect really helps fill that deep void in my soul without actually gambling away all of my money (for all purposes this is a joke). It has so much potential to be a full-fledged game (as in like a game produced by a big gaming company). A couple quick things - When I hit the retry button, the window crashes. I don't know why this happens, but it never works properly. Second, the Knight enemy is way too to powerful. The damage is way too high for a normal enemy, with health that is 2.5x the amount of the previous boss enemy. At least nerf the health, as the damage isn't as big of a problem.
This has SO much potential. Already an incredibly satisfying game to play. You love to hit big rolls. Feels really good. The things I think that might need to be tweaked are the fact that - at least through my playthroughs - I rolled 0's on bounties enough that anytime I got to a shop I HAD to buy the weapon and nothing else. I would've loved to experiment with other artefacts and items but my weapon was always about to break whenever I got to a shop and I only ever had enough money to buy a weapon. Too many zeros on the bounty rolls. Getting to shops with more money would I think balance the game a lot better, and would feel better getting to try out other items.
Loved it, the item balance feels a bit whack though. For example, Got a random coal item that added burn to my weapons, but that's just a 50% chance to deal 3 damage once (which doesn't get boosted by other damage upgrades). With no way to get rid of it, it was a genuine downgrade to all my weapons at that point. I also had 2 gloves which didn't seem to stack, I only ever had 1 5 damage reel on my weapons.
Fun game, Only problem is I had to close the tab and came back pressed continue and for some reason, my health was what it was before but I didn't have any of my items(other than weapons and they had full durability)??/
Ooooh so the slot machine roguelike actually happened !
A real banger, loved how degenerate it gets when you keep adding reels on weapons, and yet it keeps a good flow of calculating the slot for status effects, avoiding this particular monster’s attacks, or getting that big loot on the chest !
Fun game, but I guess my RNG is literally the worst. Beating the game with 2 gold and dealing 0 damage multiple times in a row just because of bad rolls really takes the wind out of your sails. Having the loot at the end of each fight have a minimum of 1 and damage dealing minimum of 1 instead of zeros would feel so much better for pacing like that. Super nice to look at and try out, sounds great too, amazing work!
pretty fun game, but i think it would be better if there were more chests at the beginning, or the loot for monsters was higher. Really hard to get weapons at the start of the game! loved it thou
so fun i beat it 3 times!! 10/10 must try. Reminds me a bit of life in adventure
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I enjoyed this quite a bit! One minor bit of feedback: it's "poisoned" not "poisonned"
Thanks, Sory for bad ingleish ^^
Finally finished the game. The end is a bit disappointing. But the game is still great :)
Please tell me I am not the only one who can't unsee Chilchuck as the hero character
Yeah, since I made the game for a jam the end lacks payout, sorry about that ^^
Now that you mention it, can't unsee it either
nice game, I compleate it with 5 hp left
I found a bug where the wheel keeps spinning even after you press the button and your turn doesn’t end.
This happens to me frequently, started having to refresh every battle, but it kept happening even more (more reels makes it more likely) , so I had to stop playing.
Put it in full screen and minimise it actally func it
The game becomes laggy in full screen, I think because my system resolution on my laptop is high.
But, I'm not sure what you mean by full screen and then minimise? Click the full-screen button, then do Windows+down to minimise? It didn't seem to help.
Well it worked for me, maybe it only works on certain PCs.
Very nice game! Some comments: Artefacts like coal should be saleable. Since most of the time they just make you weaker. It would also be nice if all reals like Weapon+Coal+Poison would be rolled simultaneously, since it gets a bit annoying to roll so many times per round.
I absolutely love this concept. It needs a bit of polish, but the base idea is excellent.
Suggestions:
I think if you're going to have artifacts that add status effects (such as Coal) they either need to be their own reel(s) that do not impact your base weapon, or they need to scale with your weapon damage. As it stands, obtaining Coal feels like a burden that actively makes you weaker.
I also think that harder fights should have a higher minimum bounty. It feels terrible choosing to fight tougher enemies only to be rewarded with 0 gold, and a boss fight feels like it should always have a minimum value of at least 1 gold per reel.
If you continue to update this, I'd love to see more options for starting gear or even entire characters with different gimmicks. Perhaps a bandit class that focuses on stealing money/doing more damage when they have a lot of money, an alchemist that focuses on status effects, etc.
Bug Reports:
- I've experienced an issue multiple times where I level up mid-combat and I am unable to spin a reward. This seems to be linked to having +20% XP.
- When starting a new run after dying, my equipment durability is often not at full (for example, I'll spawn with a club that has 2 uses left and a knife that has 20)
I LOVED THIS!! This was so much fun, Orb Tower was so much fun, I've been playing it a bunch in my offline time as well, and I can't wait to see what you keep creating.
why the fuck is this game so simple but so f in hard, i already gone by 4,5 hours playing this shyt. good game though but still *crying in agony*
sorry for cussing
Poison seems to carry over area boundaries, so you get full health but also get a bunch of poison
Indeed, I should remove statuses upon entering a new area, makes sense
Very interesting, fun and well done game. Congrats!
cool, but the modifiers to the slot roller are not interesting enough to warrant the mechanic in the first place. trying to target a good roll is not worth it compared to clicking immediately, and i wouldve rather had the game roll for me since the animations are too slow. lots of potential from this foundation.
There's a setting to speed up animations, this does not affect the targetting/spin speed :)
Same here, the fight ended and I couldn't get a skill
Great game and premise, the mechanics are fun and gameplay feels smooth. However, I have a bit of feedback about the burn effect, because it simply sucks.
At first, it seems nice to have a status effect which can cause a lot more damage than your starter weapons can.
However, as there is no late-game scaling, an effect that has no guarantee to give you even a measly 3 damage per stack just ruins your build later on. considering the fact I cannot sell artefacts once bought or gained, I might gain a coal from a chest that will simply ruin my run with severe damage reduction.
Because I felt like this is a whiny complaint, I also have thought of a solution for it - area scaling. If the burn damage could start off small, but scale per area of the game you have passed, you might then be able to incorporate it to your build without it taking away from your damage potential. You don't have to use my solution, but I'd like another solution then, because I think burn is a great gameplay mechanic, and it's sad for me to avoid it because of it's scaling.
If I'll have any more feedback, I'll post another comment. Other than this, the game is great!
The most frustrating game ever, I can't bring myself to say anything positive, rolling an absolute Zero on a treasure chest has brought a scowl to my face that will never, ever leave me.
I could make it so that rolling a zero still earns you coins or something, true true.
Very fun, lots of potential. There's a few bugs, like, if I level up right after killing the last enemy, the game just skips the level up reel or I get an overlay glitch where I can't click on the 'stop' button and can only progress to the bounty reel. And, sometimes, I can't retry after dying, only after I refresh the page.
There's some balancing to be made in regards to the bounty, the 0's are just too punitive early-to-middle game. And my build just gets extremely broken when I get lucky and am able to get lots of coins.
The fact that I can open chests more than once makes getting artifacts very easy, if we could only open it one time, or if the chest enemy was stronger, this wouldn't be an issue.
The focus power-up just seems useless right now, in fact, I can very easily beat the game without using any items, just weapons and artifacts.
We should be able to see the probability of getting skulls before clicking on the 'rest' button.
There should really be a way to alter the settings while in game, a pause menu, if you will.
The game is very damage-heavy, defense builds/artifacts are too weak.
Thank you for the detailed feedback!
I don't usually like turn-based games but this was hella fun
Great game! Although it is random in its base, it still has an element of personal skill and reaction speed.
I lost all items after refreshing the page. Is this a bug or a feature XD
There's a bug regarding the saving of the weapons durability, sorry about that ^^'
Runs feel to random, my first run i got a chest and shop, this run got no chests and no real money and is a complete slog... Interesting game needs more polish
Freezes on retry... Loot seems like to many 0s i think i got like 20 total form post battle in my whole run.
This game is amazing for a game jam!! Love to see more of this!
confusion is total bullshit
The combat is excruciatingly boring
Man, this is insane. I love Gatcha games but this... COME ON! I NEED THIS IN MY STEAM LIB
I FINALLY BEAT IT!!!!!!
Brilliant game!
Morningstar is absolutely broken but its really fun
The game feels great to play. Good job on all the ui.
A Roguelike Where You Spin Slot Machines to Fight Monsters – Pereelous
Amazing game! Such a unique and fun concept. Thanks for creating this, really enjoyed playing it!
This game is awesome! The roguelike genre has always been one of my favorites, and the gambling aspect really helps fill that deep void in my soul without actually gambling away all of my money (for all purposes this is a joke). It has so much potential to be a full-fledged game (as in like a game produced by a big gaming company). A couple quick things - When I hit the retry button, the window crashes. I don't know why this happens, but it never works properly. Second, the Knight enemy is way too to powerful. The damage is way too high for a normal enemy, with health that is 2.5x the amount of the previous boss enemy. At least nerf the health, as the damage isn't as big of a problem.
This has SO much potential. Already an incredibly satisfying game to play. You love to hit big rolls. Feels really good. The things I think that might need to be tweaked are the fact that - at least through my playthroughs - I rolled 0's on bounties enough that anytime I got to a shop I HAD to buy the weapon and nothing else. I would've loved to experiment with other artefacts and items but my weapon was always about to break whenever I got to a shop and I only ever had enough money to buy a weapon. Too many zeros on the bounty rolls. Getting to shops with more money would I think balance the game a lot better, and would feel better getting to try out other items.
Gambling roguelike. Gotta be my favorite subgenre for roguelikes.
Suuper fun game!
I feel like the coal though makes less damage than without it. Is there a way to dispose of items?
Loved it, the item balance feels a bit whack though. For example, Got a random coal item that added burn to my weapons, but that's just a 50% chance to deal 3 damage once (which doesn't get boosted by other damage upgrades). With no way to get rid of it, it was a genuine downgrade to all my weapons at that point. I also had 2 gloves which didn't seem to stack, I only ever had 1 5 damage reel on my weapons.
Fun game, Only problem is I had to close the tab and came back pressed continue and for some reason, my health was what it was before but I didn't have any of my items(other than weapons and they had full durability)??/
Ooooh so the slot machine roguelike actually happened !
A real banger, loved how degenerate it gets when you keep adding reels on weapons, and yet it keeps a good flow of calculating the slot for status effects, avoiding this particular monster’s attacks, or getting that big loot on the chest !
Please someone help me, I can't stop spinning the slots.....
Get help Jackie
Beat the game on the second try. Really fun and simple. Would definitely see it expanded more like Slay The Spire
Fun game, but I guess my RNG is literally the worst. Beating the game with 2 gold and dealing 0 damage multiple times in a row just because of bad rolls really takes the wind out of your sails. Having the loot at the end of each fight have a minimum of 1 and damage dealing minimum of 1 instead of zeros would feel so much better for pacing like that. Super nice to look at and try out, sounds great too, amazing work!
Yes I feel like there are some ways the RNG could be smoothed out to make it more manageable, thanks for the feedback!
pretty fun game, but i think it would be better if there were more chests at the beginning, or the loot for monsters was higher. Really hard to get weapons at the start of the game! loved it thou
so fun i beat it 3 times!! 10/10 must try. Reminds me a bit of life in adventure