Cards + Passives Update


This week's update adds a bunch of new cards, a new 'rare' card type, and passives: permanent upgrades that fundamentally change gameplay.

  • New passive upgrades
  • New cards
  • New "rare" card type for especially strong cards: they show up occasionally on their own, but can also be obtained with the new lock card
  • New "love" bullet effect, which causes enemies struck to fight for you
  • New special card: the lock, which transforms into a random rare card after three turns
  • Enemies speed up slightly as you level up to make the game more challenging at higher levels
  • QWER hotkeys to play cards quickly (press to aim, release to shoot)

Comments

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(+1)

I miss the Refill Energy cards being in the normal pool of cards, honestly. The early game is a lot harder now, and more up to chance.

I had two QoL suggestions;

I think a sound cue when you've recharged 1 energy would be great (maybe even a specific note for 1, 2, 3, and 4 energy, etc.), so you can simply listen for when to fire rather than sometimes needing to flick your eyes down and up to see.

I actually reckon the 'enemy kill' counter in the bottom left and the 'energy level' in the bottom right should swap their visuals. It seems like a number counter for enemies killed makes more sense, as does a recharging circle or bar to indicate how much energy you have at a quick glance. Maybe the 'vessel' could be divided into four sections or quadrants that you can see slowly filling up.