Bug fixes and some further tweaks
Bug fix and further visual polish
The fight has a real arena: the enemy slides in, hovers, and dashes to the other side after each turn. Hits you land stay under ATK.
Damage you take is a red -N HP under the name. The HUD only shakes when they hit you. Kills explode, then Level cleared.
More UI tweaks and bug fixes.
Minor gameplay polish and one minor visual update
Card rows organized for better view.
Minor bug fix.
More visual polish
Smashing select now doesn't guarantee a win now, more strategy and less button mashing :P.
Deck well
Visual polish, a bit more consistent now. Happy decking...
Game complete. unless anyone reports bugs :P.
- Fixed some other bugs :)
Minor bug fixes
Combat-start strength baseline (4+floor/2) documented as intentional
honesty (no Inflame carry between fights).
Huge update Enjoy.
- Strength no longer snowballs between fights (combat readiness `4+floor/2` + Vajra).
- Spider applies **Bleed**; Vampire lifesteal + bleed; Clash requires an all-Attack hand.
- Rogue shows a 4th energy pip; Fire Bomb deals flat 20 HP; Orc RAGE on your HP hits.
- Docs/tutorial synced (Knight 90 / Rogue 75, ascension +10%/+20% HP and +2/+4 str, etc.).
- **Fight / Event** fork UI on floors **2, 6, 20** (persisted / Continue-safe).
- Soft rarity weights from **F≥10**; early shop remove **50g** (75g from F10+).
**6.6 Builds**
- Poison pack: VenomStk, DeadlyPsn, Catalyst, Noxious, Cripple, Bloat (52 cards).
- Relics **Lens** (Skills −1 cost) and **Charcoal** (Exhaust → +1 energy).
- Kill/boss/shop/low-HP vibes; victory/defeat letter grade; Daily best-floor subtitle.
-- 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.
- Bug fixes and fixed crash reported ;)
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.
-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.
Fixed some backend bugs. Save should work (still waiting on my pebble to do some testing
**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.