Introducing: WILDS


v. 0.5.24.0

There have been a few changes to some things, as well as a whole new slew of Cards added via Packs.

NOTE: I'm also going to start sharing the game to streamers in a week or two once I get some more feedback on the game- that way I can improve it for a Steam Release! :V

::::::| Gameplay Changes |::::::

- Changed what a Run starts with: 3 Spins and 3 Pulls. This helps mitigate the starting RNG more.

- A Cut-Down Tutorial: As much as I wanted to keep in the characterizations and lore in the tutorial, it was a slight bit off-putting in terms of wordiness that some players would end up skipping- skipping important details in the process.

- Damage Calculator: You no longer have to do all the math yourself, however, to fully understand how some of the calculations work, it could help to know the math.

- "Simplified" Calculations: There were special calculations, like 3x and 1.5x that added AND multiplied. Now it's all x1.5, which "simplifies" the math to powers of 1.5. Ex: ---| (1.5^2) = 2.25 |---| (1.5^4) = 5.0625 |---|
I changed this because some of the math was too unwieldy, and this at least makes strategy brewing easier.
There's an added example in the Rulebook now as well.

A Note: I tried using whole numbers for multipliers, but the damage difference between small attacks and large attacks became far too large, which meant that some normal attacks in later-game would end up being useless, as they would barely dent the enemy's HP. Meaning you'd have to get that "perfect 3-of-a-Kind 10 Flush" to even really damage larger enemies every attack.





::::::| Wild Cards |::::::

                    

Wild Cards are a new type of Card that you can add to your Deck.

There's a Max number of Wilds you can have at a time, both in the Deck and Held.
This amount can be increased to a Max of (8) for Wilds in the Deck, and a Max of (5) for Held Wilds.

Wild Cards will help you focus on a strategy, synergize with eachother, and boost attacks, as well as add a fun bit of variety.

The art and designs, like balancing, are things I am still working on, so there very well may be a really busted build.
I'll try not to hit them with balancing, depending on how fun they are, but if you find any great combos or problems, I'd appreciate anyone sharing their finds!

Letting me know of the fun and better strats will also help me focus and design future Cards to be more fun and avoid pitfalls.



::::::| Mind Cards |::::::

     

Mind Cards are from the "Mind" Pack.

These Cards don't go directly into the Deck, but they do modify Cards in the Deck.
Unlike using the Getters, these changes are permanent.



::::::| Power Cards |::::::

      

Power Cards are the most powerful of Cards- depending on which you pull of course.

Power Cards also don't go into the Deck and activate immediately when you Select them.
These I may want to work on the most though, both due to their strength, and the possible underwhelming feel some may have.

But Power Cards can do things like: increase your Max Coins, increase your hand size, increase your Max Wilds, give Life, etc.

Files

match-slot-jack-win.zip 168 MB
Version 7 May 02, 2024

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