During the challenge "Potion Overdose" I'd like to mark fields with a value between 10 and 20 (12 in my case) but the menu does not offer any suitable values. It's only 1 to 10, 200 and the flags and question marks. Before the latest update, all the values of the present enemies were available.
But I like the redesigned of the numbers. Readability has been improved a lot for me.
Interesting update. You want to keep us playing, hm?
Observation during "Oops, all beasts!" challenge: Clicking the first blood moon uncovered _all_ werewolves of the level, not only the "disarmed" ones related to the clicked blood moon. Is this intended?
I'm still really enjoying this game! I just keep playing it.
I did discover what I think is a bug, and also a typo.
Bug: the "Menu" for collecting "ingredients" seems to break if the next item it wants is the firefly, and you instead take out the firelord. Once you do that, it seems that the "Menu" no longer recognizes the firefly, and won't accept it, or move on to another "ingredient".
Typo: In the Achievements the Novice Ascetic says to defeat the third dungeon, when it should say the first dungeon. And the Intermediate Ascetic says to complete the fourth dungeon when it should say the second.
Thanks for playing! An update is coming soon (in a few weeks, maybe?) to add a bit more content/ways to play so I hope you stick around for that.
Ah that's a good callout. It's a 'bug' in the sense that I didn't think of the scenario. I'll have to add some code to check for this, essentially the fireflies turn into another enemy entry, so you're stuck with the old one that no longer exists in the dungeon. Ideally this shouldn't happen, but technically 'working as intended' haha. I'll make a note for myself, thanks. This probably happens with Bounty Board as well.
And thanks for the achievement typos -- dangerous of copy-pasting data!
Please do yourself a favor and review the sight effects, both revealing and obscuring ones. The point of this game should be the minesweeper aspect – ie figuring out whether the next step is safe or not. By offering too many reveal options, this is subverted into a boring counting exercise. By using too many obscuring options, you effectively create walls which the player cannot progress through safely.
In the original game, the kraken enemy worked because you could pinpoint its position reasonably quickly and snipe it safely. Your obscuring enemies are both too varied, too frequent and in the case of the cyclops, too far away to find them naturally. I'd also say too strong in terms of HP, but as a seasoned Dragonsweeper player, I found the various shop items overpowered, to the point of letting me finish the final level with some 10-15 healing items left over.
Or to rephrase it: minesweeper and dragonsweeper are puzzle games. The entire thrill about puzzle games is that you have to think carefully before making your moves. Designing a roguelike around this which reduces the difficulty through purchasable items is misguided; you won't make a Sudoku master happy by allowing them to make the puzzle easier, instead, you'd make them happy by providing new and interesting constraints they have to work with.
As it is now, this game has Plants vs Zombies 2 vibes: while the core gameplay works, none of the added features really add to the experience, the opposite, in fact. As a result, this game is more boring and annoying than its predecessor.
Thanks for the thoughtful comment. The next thing I would like to try is changing the contents of the dungeon and potentially the layout, to create new 'puzzles' instead of relying on items to change the experience since I do think items are too strong overall. Maybe limiting items in general to give have a more curated experience. Have you tried beating the game as the Ascetic?
Speaking of inventory: I noticed that potions do not really stack. Sometimes I have 2 yellow potions and another 2 yellows etc. Why not use one slot with 4 yellows? Is this maybe caused by buying the potions at different prices?
Mostly because I didn't originally make the code very well for stacking. I could spend some time refactoring to allow this for potions -- mainly because they get refilled by the fairy fountain so I'd have to make sure that works. I'll put it higher on my list though, I've heard this feedback a few times now.
In one of the recent releases, you changed that the inventory closes after using a consumable.
Suggestion: Revert it or make it configurable. If you are in a later level and have several e.g. potions that you want to apply, you need to enter inventory again after using each potion. That's inconvenient.
That's fair -- I have it setup so that each item can determine to do that or not. I can add an option to override the default, but can you tell me which ones you use and expect to not close? I think right now it's only the ones that reveal stuff (so you can see it revealed).
Item idea: Lucky 7: Revealing or updating a tile's value to 7 regains 1 HP.
Also, as it is the last level is way too easy as not the ascetic, and also honestly probably too big. Maybe the compromise would be to make it smaller to make it harder for non-ascetic?
Oh I like the idea of playing with 'lucky 7'. And yeah, right now I agree the last level is basically a victory lap of your run. Perhaps a rebalance is necessary as you said, reduce size and increase average monster value... I'll try some stuff out
It's definitely the hardest one. Requires a good amount of luck in finding hearts/chests early, if I'm honest. I've only ever done it once to make sure it was feasible (not just mathematically possible, which I calculate on every level).
Also, if you've gotten everything else, wow! Thanks for playing so much it means a lot
Really, really cool game. It kept popping back into my head, which is why I’ve already played it several times.
I didn’t play Dragonsweeper, but I really like how enemies interact with the world here. The roguelike approach and building your own build (revealing them, increasing XP, etc.) is something I found very cool.
I’m personally not a big fan of characters only differing by their starting item.
What I do really like is that you can see enemies early that you can’t (or don’t have to) defeat yet, and then encounter them later and understand their purpose.
Sometimes it was a bit frustrating to me, similar to Minesweeper. One moment of inattention and booom, game over. I think that has its charm (with mimics, bombs, etc.) and i liked it, But as an exampel, attacking a revealed enemy with 5 HP when you only have 3 lives left, just because you weren’t paying attention, feels unnecessarily punishing. (Maybe a small confirmation pop up would help) Also: why isn’t XP collected automatically after defeating an enemy?
Anyway… this turned into half a bible😅 Cool game, I had a lot of fun! :D
P.S.: I’m absolutely not a fan of Ai art; "Are we players really worth being presented with cheap, soulless Ai art?"
Hey thanks for playing and for the suggestions. I'll keep them in mind.
As for the AI art - all I can say is that I'm not an artist and I believe that because of it you got to play my idea. I like to think my 'soul' was in the code/design of the game. I'll rephrase it as you have -- "As a developer, is my worth only how well I can draw?"
Interesting to see your take on dragonsweeper, it's definitely a cool concept to extend the gameplay like this! Also cool to see such an active community around your game. On the AI note, have you considered using some of the free game asset packs from other developers on Itch if you do not want / are not able to create art yourself? There's a huge variety, and you would be supporting other developers' creative work in the process, rather than supporting AI. Here's a link to assets tagged as free and pixel art as an example https://itch.io/game-assets/free/tag-no-ai/tag-pixel-art (edited my reply to add the no-ai tag to that url too!)
Thanks for playing and for the actual constructive take on the AI use. I should say that I would LOVE to have real art instead. The main issue is that even with asset packs, it's hard (near impossible) to completely source art that I need so that it's all a relatively consistent style across the entire game. The ideal scenario is I find someone who can create it as a free/revshare contributor, as I work on this mostly for fun myself. I understand the reality, though, that I can't ask for so much time commitment like that of a stranger.
People are already talking about this project as an ai slop version of dragon sweeper. Maybe consider that an inconsistent art style with free packs is still better for reputational reasons. and maybe later on you can either make your own art or find/afford someone who can.
Then they'll call it an asset-flip - you can't win with people on the internet. I'm just trying to make a fun game I enjoy because I played a game that was cool and wanted more.
Yeah good idea, I'll jot this down and do that next. In theory you can have all 3 of these 'special' items at once. If I make substantial amount more I might have to rethink how to display these (in the item UI, perhaps).
The mimic chest is so frustrating. Having it be 11 means it is basically instant death until there are only a few hidden spaces left on the field. There's no way to predict when they'll show up. The only way around it would be to skip over some pretty necessary chests until you're strong enough to risk it.
I do not agree. You should be able to tell from the sums whether it is a mimic or a regular chest. If in doubt, keep that chest until you levelled up. If the sum is below 11, it's a chest.
I agree with this -- the mimic is intended to be an inherently risky monster but with enough information (what's around it) you should be able to tell if its a safe chest or a mimic. It's intended to make you rethink the chest as a perpetually safe tile. It's most deceptive when you unveil it with no surrounding knowledge, that's for sure.
It might be better to cut back on the number of playable characters and to try to make them more distinct experiences. Right now you can happen upon almost any of the items and then it's the same as if you had that class.
Yeah I tend to agree on this statement the more I add. Maybe to make them feel unique I can make the starter items not appear in the shop, but it does sorta take away from some current combinations.
This is great! But the achievements are cluttered by how many variations of each there are. Some things you could do include different tabs for different achievement types or compressing the versions for different levels into a single box (maybe with little checkboxes for each level?)
Thanks for playing! I agree, I want to redo the achievement screen to stack the progressive ones better. I'll put it higher on my list after this comment!
Hey thanks for playing. I did mention that this was heavily inspired (started as a clone) because I played so much DS that I wanted more. I feel like there's changes and a lot more content here now though! Good luck on your projects!
There is no level cap technically, but there is an HP cap after a certain point. You can still level up and fully heal. But at this point you're basically invincible lol
Could you make it so that the levels fit onto the screen, rather than going off it? I'm on a level with the dragon, having 30hp, and I literally couldn't see all the tiles.
Almost got top 5, it was fun to play although I couldn't successfully do one sweep. I like mine screeper a lot, so adding these dungeon aesthetics is pretty cool. I think it's going to be pretty popular, just please get a real artist!
Great game! I like how there are different characters that increase/decrease the difficulty. The merge between roguelike and minesweeper is really smooth.
This is a really cool game but I'm struggling with two aspects:
1. How hard is it to support a SHIFT key modifier for placing marks? I have arthritis and right-clicking is challenging for me. I'm constantly triggering squares and dying instead of placing a mark. The setting to not trigger already-marked squares helps but for me it's the initial placement that's hard.
2. Once you get far enough to get 2+ Ourobouros' it's basically just a guessing game. They're SO far-reaching that they really unbalance the game if you get an unlucky layout. I just died on a board where I had like 25 "?" squares and it was just random chance on what to click.
As for point 1, I added two new secret hotkey buttons. Shift and Ctrl will change the behavior of left clicking tiles. Middle mouse is now equivalent to right clicking.
Playing the 1.33 version and if I click on a monster while the bomb exploding animation is playing, ending the game and starting a new map, the next map will have the bombs exploded on it.
Since I also played the heck out of Dragonsweeper, this game is exactly what I was waiting for.
However, I wish the UI were easier to read. Some numbers blend into their icons, like the Minotaur 6, Dragon 11 or Rat 1. Could you make these more distinct or just make all numbers bright white? Being able to quickly recognize all the numbers is an important feature in a game like this.
Also, the diamonds for experience points are hard to distinguish at a glance (whether they’re active or not).
Hey thanks for playing, and good callouts. There might be some better way to represent #/enemy combos to choose better coloring, or offer a monochrome option
Having played Dragonsweeper and knowing the rules already, having so many unskippable tutorials pop up every time I click anything annoyed me to the point I just gave up.
If it helps, those are for first helping time users, and they only appear once each, ever. Basically once you do a run or two (depending on how far you get) they should be all through.
Maybe we can add a button to skip all tutorials in the settings, though.
That's helpful! If it ever gets 'stuck' on a bounty, like you didn't kill it, let me know if (1) you got the bonus XP, and (2) which enemy it got stuck on. Recently some changes went in to fix the problem with sometimes not having an initial bounty, but I haven't seen the other issue yet
Just installed 1.29.apk and somehow the text and menus are upsidedown. Clicking on things is also upsidedown. Clicking on the new game clicks the button below it. Flipping the phone around didn't help.
We retained a lot of Dragonsweeper's patterns but not all. Some on purpose, some cause we don't know them! Haha. I didn't know about the heart scrolls one -- it might make less sense when there's more than the original though since they'd cluster in a small area of the dungeon.
Good iterating on one of the best games ever made. The end levels have this weird difficulty issue where it's super tedious and probably too easy with items but with Ascetic it's so insane that it requires a hundred restarts to get the proper starting RNG. Overall though a worthy and well-designed successor for people who want more Dragonsweeper.
Hey thanks for playing! The kind words mean a lot :)
Yeah I agree there's a weird dichotomy with the later levels potentially being so much easier than the start because of the items. In general they seem to be too strong but they make the game feel different. In the end I wanted them to make you feel powerful but then some of the challenge goes away for sure.
If there was a way to force landscape mode for this, that’d be great. That or if it could detect portrait mode and change the UI to fit accordingly. Just a suggestion.
Maybe it’s my problem, but I have to keep my phone rotated in landscape mode so if it even slightly goes more vertical the whole orientation changes and the level resets or sometimes the game crashes.
I am not sure why, but I am on the second level of the Ranger (10x13 grid). I have completed this level twice, once even completing the 3rd level too, but it keeps resetting to make me complete the 2nd level again. Just mentioning so you can look into it.
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A bug report:
When I use fireball to more than one Balrog, usually one or two of the golds left by Balrogs cannot be collected.
During the challenge "Potion Overdose" I'd like to mark fields with a value between 10 and 20 (12 in my case) but the menu does not offer any suitable values. It's only 1 to 10, 200 and the flags and question marks. Before the latest update, all the values of the present enemies were available.
But I like the redesigned of the numbers. Readability has been improved a lot for me.
Interesting update. You want to keep us playing, hm?
Observation during "Oops, all beasts!" challenge: Clicking the first blood moon uncovered _all_ werewolves of the level, not only the "disarmed" ones related to the clicked blood moon. Is this intended?
I'm still really enjoying this game! I just keep playing it.
I did discover what I think is a bug, and also a typo.
Bug: the "Menu" for collecting "ingredients" seems to break if the next item it wants is the firefly, and you instead take out the firelord. Once you do that, it seems that the "Menu" no longer recognizes the firefly, and won't accept it, or move on to another "ingredient".
Typo: In the Achievements the Novice Ascetic says to defeat the third dungeon, when it should say the first dungeon. And the Intermediate Ascetic says to complete the fourth dungeon when it should say the second.
Thanks for playing! An update is coming soon (in a few weeks, maybe?) to add a bit more content/ways to play so I hope you stick around for that.
Ah that's a good callout. It's a 'bug' in the sense that I didn't think of the scenario. I'll have to add some code to check for this, essentially the fireflies turn into another enemy entry, so you're stuck with the old one that no longer exists in the dungeon. Ideally this shouldn't happen, but technically 'working as intended' haha. I'll make a note for myself, thanks. This probably happens with Bounty Board as well.
And thanks for the achievement typos -- dangerous of copy-pasting data!
Please do yourself a favor and review the sight effects, both revealing and obscuring ones. The point of this game should be the minesweeper aspect – ie figuring out whether the next step is safe or not. By offering too many reveal options, this is subverted into a boring counting exercise. By using too many obscuring options, you effectively create walls which the player cannot progress through safely.
In the original game, the kraken enemy worked because you could pinpoint its position reasonably quickly and snipe it safely. Your obscuring enemies are both too varied, too frequent and in the case of the cyclops, too far away to find them naturally. I'd also say too strong in terms of HP, but as a seasoned Dragonsweeper player, I found the various shop items overpowered, to the point of letting me finish the final level with some 10-15 healing items left over.
Or to rephrase it: minesweeper and dragonsweeper are puzzle games. The entire thrill about puzzle games is that you have to think carefully before making your moves. Designing a roguelike around this which reduces the difficulty through purchasable items is misguided; you won't make a Sudoku master happy by allowing them to make the puzzle easier, instead, you'd make them happy by providing new and interesting constraints they have to work with.
As it is now, this game has Plants vs Zombies 2 vibes: while the core gameplay works, none of the added features really add to the experience, the opposite, in fact. As a result, this game is more boring and annoying than its predecessor.
Thanks for the thoughtful comment. The next thing I would like to try is changing the contents of the dungeon and potentially the layout, to create new 'puzzles' instead of relying on items to change the experience since I do think items are too strong overall. Maybe limiting items in general to give have a more curated experience. Have you tried beating the game as the Ascetic?
Speaking of inventory: I noticed that potions do not really stack. Sometimes I have 2 yellow potions and another 2 yellows etc. Why not use one slot with 4 yellows?
Is this maybe caused by buying the potions at different prices?
Mostly because I didn't originally make the code very well for stacking. I could spend some time refactoring to allow this for potions -- mainly because they get refilled by the fairy fountain so I'd have to make sure that works. I'll put it higher on my list though, I've heard this feedback a few times now.
Cheers, thanks for playing!
In one of the recent releases, you changed that the inventory closes after using a consumable.
Suggestion: Revert it or make it configurable. If you are in a later level and have several e.g. potions that you want to apply, you need to enter inventory again after using each potion. That's inconvenient.
That's fair -- I have it setup so that each item can determine to do that or not. I can add an option to override the default, but can you tell me which ones you use and expect to not close? I think right now it's only the ones that reveal stuff (so you can see it revealed).
Thank you! This game made my day! A good version of the Dragonsweeper game with more to do and levels! Congrats.
Thanks for playing! :)
Item idea: Lucky 7: Revealing or updating a tile's value to 7 regains 1 HP.
Also, as it is the last level is way too easy as not the ascetic, and also honestly probably too big. Maybe the compromise would be to make it smaller to make it harder for non-ascetic?
Oh I like the idea of playing with 'lucky 7'. And yeah, right now I agree the last level is basically a victory lap of your run. Perhaps a rebalance is necessary as you said, reduce size and increase average monster value... I'll try some stuff out
I like that the last level is bigger than the previous ones.
If you reduce the size and rebalance, this would be fine as well. Maybe 2/3 of the current size?
I managed to get all achievements - except one: Ascendant Ascetic.
Did anybody manage to beat level 5 as an ascetic? It's so hard...
No, I have gotten about half way but still can't
It's definitely the hardest one. Requires a good amount of luck in finding hearts/chests early, if I'm honest. I've only ever done it once to make sure it was feasible (not just mathematically possible, which I calculate on every level).
Also, if you've gotten everything else, wow! Thanks for playing so much it means a lot
If you are taking requests, I would appreciate if the bug that crawls across the screen was either squishable or able to be turned off.
Haha, it's actually an artifact from the transition. I can definitely fix this, I keep forgetting about it. Thanks for the reminder.
Really, really cool game. It kept popping back into my head, which is why I’ve already played it several times.
I didn’t play Dragonsweeper, but I really like how enemies interact with the world here. The roguelike approach and building your own build (revealing them, increasing XP, etc.) is something I found very cool.
I’m personally not a big fan of characters only differing by their starting item.
What I do really like is that you can see enemies early that you can’t (or don’t have to) defeat yet, and then encounter them later and understand their purpose.
Sometimes it was a bit frustrating to me, similar to Minesweeper. One moment of inattention and booom, game over. I think that has its charm (with mimics, bombs, etc.) and i liked it, But as an exampel, attacking a revealed enemy with 5 HP when you only have 3 lives left, just because you weren’t paying attention, feels unnecessarily punishing. (Maybe a small confirmation pop up would help)
Also: why isn’t XP collected automatically after defeating an enemy?
Anyway… this turned into half a bible😅
Cool game, I had a lot of fun! :D
P.S.: I’m absolutely not a fan of Ai art; "Are we players really worth being presented with cheap, soulless Ai art?"
Hey thanks for playing and for the suggestions. I'll keep them in mind.
As for the AI art - all I can say is that I'm not an artist and I believe that because of it you got to play my idea. I like to think my 'soul' was in the code/design of the game. I'll rephrase it as you have -- "As a developer, is my worth only how well I can draw?"
Interesting to see your take on dragonsweeper, it's definitely a cool concept to extend the gameplay like this! Also cool to see such an active community around your game. On the AI note, have you considered using some of the free game asset packs from other developers on Itch if you do not want / are not able to create art yourself? There's a huge variety, and you would be supporting other developers' creative work in the process, rather than supporting AI. Here's a link to assets tagged as free and pixel art as an example https://itch.io/game-assets/free/tag-no-ai/tag-pixel-art (edited my reply to add the no-ai tag to that url too!)
Thanks for playing and for the actual constructive take on the AI use. I should say that I would LOVE to have real art instead. The main issue is that even with asset packs, it's hard (near impossible) to completely source art that I need so that it's all a relatively consistent style across the entire game. The ideal scenario is I find someone who can create it as a free/revshare contributor, as I work on this mostly for fun myself. I understand the reality, though, that I can't ask for so much time commitment like that of a stranger.
People are already talking about this project as an ai slop version of dragon sweeper. Maybe consider that an inconsistent art style with free packs is still better for reputational reasons. and maybe later on you can either make your own art or find/afford someone who can.
Then they'll call it an asset-flip - you can't win with people on the internet. I'm just trying to make a fun game I enjoy because I played a game that was cool and wanted more.
The new counters for the menu and tinkerer overlap with the map:

Bounty and tinkerbox together overlap too.
How about aligning those displays vertically left of the dungeon?
Yeah good idea, I'll jot this down and do that next. In theory you can have all 3 of these 'special' items at once. If I make substantial amount more I might have to rethink how to display these (in the item UI, perhaps).
Quirk found: Although I had the clamancy item "turns all bricks into lesser clay golems", two bricks still showed up in my dungeon.
And here the second one, next to a gorgon:

Odd, I'll take a look at it, thanks for the report.
Is there a easy way to provide you with the dungeon data how it had been generated?
I understand that this could perfectly used for cheating.
The mimic chest is so frustrating. Having it be 11 means it is basically instant death until there are only a few hidden spaces left on the field. There's no way to predict when they'll show up. The only way around it would be to skip over some pretty necessary chests until you're strong enough to risk it.
I do not agree. You should be able to tell from the sums whether it is a mimic or a regular chest. If in doubt, keep that chest until you levelled up. If the sum is below 11, it's a chest.
I agree with this -- the mimic is intended to be an inherently risky monster but with enough information (what's around it) you should be able to tell if its a safe chest or a mimic. It's intended to make you rethink the chest as a perpetually safe tile. It's most deceptive when you unveil it with no surrounding knowledge, that's for sure.
It might be better to cut back on the number of playable characters and to try to make them more distinct experiences. Right now you can happen upon almost any of the items and then it's the same as if you had that class.
Yeah I tend to agree on this statement the more I add. Maybe to make them feel unique I can make the starter items not appear in the shop, but it does sorta take away from some current combinations.
This is great! But the achievements are cluttered by how many variations of each there are. Some things you could do include different tabs for different achievement types or compressing the versions for different levels into a single box (maybe with little checkboxes for each level?)
Thanks for playing! I agree, I want to redo the achievement screen to stack the progressive ones better. I'll put it higher on my list after this comment!
Edit: It's implemented in 1.41, cheers!
Why do an exact copy of Dragonsweeper? Unambitious.
Hey thanks for playing. I did mention that this was heavily inspired (started as a clone) because I played so much DS that I wanted more. I feel like there's changes and a lot more content here now though! Good luck on your projects!
Good response. Sorry to be disagreeable.
So there is a level cap?
There is no level cap technically, but there is an HP cap after a certain point. You can still level up and fully heal. But at this point you're basically invincible lol
There IS a way to kill the Balrogs, though!
I have a problem with the scaling (probably using a browser screen witdth) so I have to zoom my browser to 170%.
Also, the achievements window should be easier to scroll through, it is way too slow now
Could you make it so that the levels fit onto the screen, rather than going off it? I'm on a level with the dragon, having 30hp, and I literally couldn't see all the tiles.
The tiles would be too small. You can scroll the dungeon by dragging outside of it
Thank You!
Almost got top 5, it was fun to play although I couldn't successfully do one sweep. I like mine screeper a lot, so adding these dungeon aesthetics is pretty cool. I think it's going to be pretty popular, just please get a real artist!
Great game! I like how there are different characters that increase/decrease the difficulty. The merge between roguelike and minesweeper is really smooth.
This is a really cool game but I'm struggling with two aspects:
1. How hard is it to support a SHIFT key modifier for placing marks? I have arthritis and right-clicking is challenging for me. I'm constantly triggering squares and dying instead of placing a mark. The setting to not trigger already-marked squares helps but for me it's the initial placement that's hard.
2. Once you get far enough to get 2+ Ourobouros' it's basically just a guessing game. They're SO far-reaching that they really unbalance the game if you get an unlucky layout. I just died on a board where I had like 25 "?" squares and it was just random chance on what to click.
As for point 1, I added two new secret hotkey buttons. Shift and Ctrl will change the behavior of left clicking tiles. Middle mouse is now equivalent to right clicking.
Playing the 1.33 version and if I click on a monster while the bomb exploding animation is playing, ending the game and starting a new map, the next map will have the bombs exploded on it.
Can you rework the achievements ui? A scroll bar would be nice for example.
I second that.
A scrollbar would also help in the shop.
slop detected
The AI is CRAAAAAAAZYYYY
LOL art is REALLY bad. Don't quit your day job!
Since I also played the heck out of Dragonsweeper, this game is exactly what I was waiting for.
However, I wish the UI were easier to read. Some numbers blend into their icons, like the Minotaur 6, Dragon 11 or Rat 1. Could you make these more distinct or just make all numbers bright white? Being able to quickly recognize all the numbers is an important feature in a game like this.
Also, the diamonds for experience points are hard to distinguish at a glance (whether they’re active or not).
Anyway, thanks a lot for this game. :D
Hey thanks for playing, and good callouts. There might be some better way to represent #/enemy combos to choose better coloring, or offer a monochrome option
Having played Dragonsweeper and knowing the rules already, having so many unskippable tutorials pop up every time I click anything annoyed me to the point I just gave up.
If it helps, those are for first helping time users, and they only appear once each, ever. Basically once you do a run or two (depending on how far you get) they should be all through.
Maybe we can add a button to skip all tutorials in the settings, though.
art rework when
For the sequel we can update the art.
license to kill is broken, but tends to get you carried away until you eventually make a mistake.
Broken as in not working as intended, or broken as overpowered? It's definitely really strong haha. Power creep is real
I had some a few cases:
Unfortunately not reproducible so far. Anything I can put an eye on if it happens again? Any additional info I could provide?
That's helpful! If it ever gets 'stuck' on a bounty, like you didn't kill it, let me know if (1) you got the bonus XP, and (2) which enemy it got stuck on. Recently some changes went in to fix the problem with sometimes not having an initial bounty, but I haven't seen the other issue yet
literally any upgrade that grants money w a downside needs to be nerfed except maybe the magic fountain one.
this is becoming a sub-genre...
That tends to happen when the base game is so good! Look at Vampire Survivors, etc. I truly believe DragonSweeper has that genius
The 5 is a beholder. But the shape of the hidden tiles has been modified by removing a cyclops and an ouroboros earlier in the game.

Is it intended that earlier removals reveal tiles that could be still affected by another monster?
No, not intended. Each obscure source adds to a counter so this seems odd. Thanks for the report.
Just installed 1.29.apk and somehow the text and menus are upsidedown. Clicking on things is also upsidedown. Clicking on the new game clicks the button below it. Flipping the phone around didn't help.
Woah that's a new one... what phone do you have? Could be specific to some models
Pixel 9 Pro xl
are the patterns still here? if so, theres a pattern where heart scrolls dont spawn within 2 spaces of eachother.
We retained a lot of Dragonsweeper's patterns but not all. Some on purpose, some cause we don't know them! Haha. I didn't know about the heart scrolls one -- it might make less sense when there's more than the original though since they'd cluster in a small area of the dungeon.
why, did you make mhp cap, I mean, I could get around 100 mhp, if no cap
good game tho I really like it
and can you do something with shields if its more that 40, they just off my screen, and i can't see how much i got, but I guess around 80
Good iterating on one of the best games ever made. The end levels have this weird difficulty issue where it's super tedious and probably too easy with items but with Ascetic it's so insane that it requires a hundred restarts to get the proper starting RNG. Overall though a worthy and well-designed successor for people who want more Dragonsweeper.
Hey thanks for playing! The kind words mean a lot :)
Yeah I agree there's a weird dichotomy with the later levels potentially being so much easier than the start because of the items. In general they seem to be too strong but they make the game feel different. In the end I wanted them to make you feel powerful but then some of the challenge goes away for sure.
If there was a way to force landscape mode for this, that’d be great. That or if it could detect portrait mode and change the UI to fit accordingly. Just a suggestion.
You mean on mobile? I thought I had forced landscape... maybe there's a setting missing
Maybe it’s my problem, but I have to keep my phone rotated in landscape mode so if it even slightly goes more vertical the whole orientation changes and the level resets or sometimes the game crashes.
I am not sure why, but I am on the second level of the Ranger (10x13 grid). I have completed this level twice, once even completing the 3rd level too, but it keeps resetting to make me complete the 2nd level again. Just mentioning so you can look into it.
Definitely enjoying this version. Great job.