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Changelog

Version 6.2.02026-06-18T04:59:47.826

-- Got some feedback this was too hard .. So 
-  Balanced play wins ~60% on A0, ~40% on A1, ~10% on A2 (was 17 / 3 / 1%).
- **Knight HP 60 → 90, Rogue HP 50 → 75** — soaks late-game burst.
- **Enemies hit ~30% softer** late-game (`4..7 + floor/3`, was `5..8 + floor/2`).
- **Enemy HP scales 25–33% less** per floor (normal/elite/boss: 2/3/4 per floor, was 3/4/5).
- **Rest sites heal 50% max HP** (was 30%) — one rest fully tops off a half-dead Knight.
- **Ascension bonus softened**: +10%/level enemy HP (was +15%), so A2 is +20% (was +30%).
- Strategy still matters. 

Version 6.1.02026-06-08T23:36:00.055

- Bug fixes and fixed crash reported ;) 

Version 6.0.02026-06-05T05:08:58.938

Lots of improvements 

-10 new cards focused on combos (Whirlwind, Combo Strike, Limit Break, Battle Plan, Heavy Strike, Foresight + 4 more)
-8 more cards for advanced builds: X-cost (Brace, All In, Search), Battle Trance, Adrenaline, Bait, Riposte, Bandage
-Card keywords: Exhaust, Retain, Innate, Ethereal — with E/R/I/Et badges on every card
Bigger hand: starts at 5, holds up to 7 cards
-Reactive enemies on Floor 10+: read your HP/block/hand and counter
-Two new enemy intents: CHARGE (double-hit windup) and RIPOSTE (thorns counter)
New Bleeding status: lose 3 HP/turn unless you played a -Skill — counter with Bandage
-Branching map with fork choices at F2/6/14/20
-Five floor modifiers from F15+: Burn, Frenzy, Crowded, Fog, Storm
-Adaptive enemies: F25+ normals may roll +HP/+strength variants
-Reactive bosses: Lich opens CHARGE, ShadowLord cycles RIPOSTE, Dragon enrages at low HP
-Floor modifier badge in battle HUD (F15~Burn)
-Bleeding shown on player + enemy status line
-How-to-Play tutorial expanded to 11 pages covering all new mechanics
- Existing saves are auto-rejected (v8 format); start a fresh run

Let me know if you encounter any problems. Ill be leaving this project for a while now. 

Version 5.1.02026-06-05T02:20:43.592

-Fixed some bugs in the shop screen.
-Fixed a crash bug in the deck view screen.
- Other minor tweaks.

If you have feedback happy to hear it. 

Version 5.0.02026-05-27T04:38:03.102

Fixed some backend bugs. Save should work (still waiting on my pebble to do some testing

Version 4.02026-04-24T06:27:38.595

**Light‑green VICTORY overlay** (with dark‑green border) so wins can't
  be confused with the black/yellow DEFEATED screen.
- **Four luck‑driven cards**: *ChanceStrike* (6–10 dmg), *Reckless*
  (12 dmg + 50% chance to self‑hit 4), *Gamble* (draw 1–3 cards),
  *WildVenom* (2–5 poison). All have upgrade paths that widen or raise
  the roll.
- **Gold economy**: kill loot drops (5–12 / 15–25 / 25–50 for
  normal / elite / boss). Gold counter shown in the battle HUD.
- **Potions** — 3‑slot belt, 5 flavours (Heal / Fire Bomb / Block /
  Energy Draft / Draw Draught). **Long‑press UP** in battle to open
  the potion menu.
- **Shop floors (F4 / F12 / F22 / F27)**: Buy random card (50 g),
  remove a card (75 g), buy random relic (150 g) or potion (30 g).
  Prices scale by `1 + floor/10`.
- **Random events** (25% chance between most fights): Shrine, Gambler,
  Altar, Travelling Merchant, Cursed Chest.
- **Card rarity + floor‑weighted drafts**: common/uncommon/rare mix
  shifts from `80/18/2` (early) → `50/35/15` (mid) → `30/45/25` (late).
  Each card row shows a gray/blue/gold rarity stripe.
- **Boss relic choice**: each boss kill offers **3 unowned relics**
  (auto‑granted if fewer remain).
- **Second class — Rogue**: unlocked by beating the Ancient with Knight.
  Starts with 50 HP and a deck built around Dagger + Poison.
- **Settings menu**: vibration on/off (gates every `vibes_*` call),
  reset run save, reset high scores / ascension / class unlock.
- **End‑of‑run stats window**: cards played, dmg dealt/taken, turns,
  potions used, gold earned, relics found, upgrades taken.
- **8 achievements** (bitmask persist, main‑menu viewer): First Blood,
  First Victory, Ascended, Relic Hoarder, Pacifist, Alchemist, Rogue
  Awakens, No‑Heal Boss.