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- The effect of Healthiness is not explained. Using only the starter relic it gives me 1 Block when I play a card sometimes and heals me by 1 at the start of the turn sometimes? There's some randomness to it, I can't figure out exactly what it does.
- Pacifist is not explained. My guess is that it triggers if you have no Attack in hand, which leads to weird situations: you play your attacks in order to activate Pacifist effects.
- The junk Old Shoe can be generated infinitely, letting you gain an infinite amount of gold. This is a problem: the optimal way to play becomes a boring grind.
- The Glock 17+1 does not Retain as described.
- Recycle shuffles not only your hand but also your discard pile into your draw pile. It also never seem to draw its own Junk, as if those were added at the bottom of the draw pile without shuffling it.
- I've updated the description of this mod to include more relevant explanations, thanks for the feedback!
- For the Glock and Recycle, I will fix these issues in the coming update
Which cards seemed the most broken? The Junk package is definitely something I'll be looking at in the next update
I also didnt find many ways to gain healthiness, and those that did give healthiness only gave 1-3 points of it, meaning i never got any higher than just "healthy" in the entire run. The benefits of healthiness was also unclear and didnt seem particulary strong, so i just ignored it; could probably use a buff of some sort.
-Tinker can sometimes loop itself. (Soda Can + Plastic Bottle) Other than that, gives a lot of value.
-Old Boot gives a lot of value over time. Also yeah it can kinda lead to bad and boring play patterns.
-Community Service is also a lot of value. It can also loop with 0-cost attacks.
-Prank should not exist. Hyperbole aside, repeatable, cheap stun is very, very powerful, maybe too powerful. Especially in the same class, heck, even the same game as Plastic Bottle. Same goes for the extra turn skill, although reaching high Healthiness is way harder.
-Car is a really good car-d, even when unupgraded. It's when you upgrade it when it gets a bit much. Some other cards also have this problem of getting their cost reduced and also getting stats like their cost isn't reduced.
Healthiness is described in the description of this workshop item, I'm considering other options but this should suffice temporarily. It is actually quite a complex mechanic!
AK might be a bit broken
At the end with the heart I had 2 energy relics, upgraded the AK to +8 so it was 22 x 4 with 21% to crit
that can be played 5 times per turn
Also ended up bottled flaming it
Every enemy that wasn't the heart pretty much dies first turn
I think I understand the design where the empty carts eventually bloat up your deck, but it was much too strong at basically alpha striking enemies.
I'm wondering if changing the mechanic where playing the card returns it to your hand might fix that up
Maybe 'Healthy' should only heal once at the end of combat instead of having a chance with every card/round. Junk is fun, but I was generating it so fast that I was playing 20+ cards a turn and the plastic bottles kept topping me off whenever I ever failed to block anything. Most of the cards could use a little nerfing.