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What music is used for the shop? I've looked everywhere, can't find it. Really relaxing!

rich

how the fuck

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good gaming chair

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Do you plan to add save data so we can come back to the game after closing it?

Yes we plan to add that soon! I know it's annoying to have the game wipe your progress if you close it.

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is wining the second phase of the run even real

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nvm i won 3 times

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Nice 😎

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My friend and I decided to play this game on a whim. We got completely sucked in and I have lost several hours to this game. Send help.

Stop! Stop it!

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This is so fun!

Thanks!

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FINALLY MADE IT TO THE RAINBOW DOOR! 

Thanks for playing some more and sharing your video here! It's fun to see you progressing in the game :) Next up - Tuesday!

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nice game been playing for days reached wednesday and got promoted its so hard and challenging yet so fun just that i think the exit increase rule is cruel and even if u tried to go for buying more time it get more cruel lmao
but overall well played making this game

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Thanks for playing! The next update will have a balance change to the exit cost, and that whole system will be reworked in the future, it's a bit of a placeholder at the moment

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hi, will some levels of difficulty be available? like a normal one which saves your progress (so if you die on tuesday, you can start back from tuesday), one hardcore like how the game is actually (without save) or even an endless one ? Im just asking because i cant go past tuesday and im fed up with starting back from the beginning haha ^^

Probably not, sorry! I understand that the game is quite difficult - it's meant to be that way! Winning on Monday is already an accomplishment. It is up to you whether you want to attempt the fiendishly difficult challenge of getting to Friday!

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I didn't expect to see a roguelike minesweeper card game... Really fun and addictive! I like the fact that it allows for a lot of different strategies. I can beat monday with more than an hour left, but I didn't manage to beat tuesday yet. Health and reactivation door are both quite annoying, health is nice when I need it, but most of the time it's just in the way of the default 10$ door. Same for reactivation, they usually just reactivate each other and are of no real use, which brings it down to pure luck which doors you get.

I wonder if you will add a save system - I like roguelikes, but I think it might be nearly impossible to finish a whole week if you have to start each run on monday. I'd also like an option to rearrange my perks - put the basement multiplier in front of the basement money for example - maybe at a cost of time or something.

Keep up the good work, I'd love to see where this goes (and where's the connection between the puppet, the card game and the pharmacy company, who am I and why am I doing this??)

Thanks for playing and taking the time to share your experience! Some of the negatives you've listed have already been fixed in the secret testing build (come by the discord if you want to check it out early, it'll be coming in an update to the public version this week). Health location has been removed and replaced by a breakroom that only appears when you're at 1 health.

We will be adding a save system so you can leave in the middle of a run and come back. However, you will still have to start over from Monday when you die. That aspect of roguelikes is very important to us. If it helps, we consider winning on Monday to already be an accomplishment and getting to Friday to be a nearly impossible feat for the very skilled! 

You can already rearrange perks. Just click one and drag it around. 

More lore will definitely be explored in the future!

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what does "lonely" mean in the context of the "lonely _____" perks? ive tried using them but nothing seems to change

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For it to activate there has to be no activated cards around, not just the same type. I think you can still have activated cards diagonally, so you can try chessboard patter to maximize profits

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Does the Blank blue card do anything? (something like if I get it X amount of times it will change) or is it just useless?

It does nothing

It does nothing, it sells for nothing. So you can use perks that increase the value of all perks to get some small value out of it.

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this game gave me the creeps ,in that sense ,very well done

ty

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ohhhh the new tuesday setup is LIFE-RUINING OH NOOOOOOOO

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oh the locations are random okay maybe there's hope maybe I am not robbed forever of my precious precious eyeballs

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this does not change that I cannot ever seem to beat tuesday tho : (

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Yeah it's a bit too hard at the moment, look for an update in the next couple weeks!

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Just here to say I've been enjoying the game, but miss the hint card.  I like to use cards that reduce the rng when flipping cards, as they allow for some strategy when choosing a card to flip.  in the game's current version (0.1.19), I've found the only alternative to the old hint card is to spam the close call card 4 times, to help you play around the no-no's.  basement hint is just not worth it, close call is simply better in this state  (a single hint card alone isn't gauranteed to tell you where a no-no is, while close call you always know there's a no-no adjacent to it).  also, on that note, is it possible we can have the cards flipped by close call be highlighted with a colored border, so you can more easily keep track of what cards were flipped by it?  I actually tried to go back to an older version with the hint card because I really missed having some idea of where the no-no's could be, its less fun having no idea where enemy cards could be,  at that point it feels like a game of pure luck and less strategy.  I also agree with a previous review, the different doors/levels on tuesday and forward make it impossible to win sometimes, forcing you to spam placebo door to save for 99 cost doors, and also find the 9990 cost door nearly impossible, I've only found one way to hit that cost but its too much rng to get the card combo every day for that to happen, it can be frustrating when you know how to get to it, but canrt because you need specific gold cards to even hit it

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Hi, thanks for playing and taking the time to write up your thoughts! 
* I understand your frustration regarding the hints. The trickiest part of this design has been balancing the deduction side of the game with the push-your-luck side. I have a couple ideas I want to try, that I'm currently working on, to try to get the best of both worlds. I appreciate your patience while we work through this! 

* I have something like what you suggest on my to do list. The current plan is to include a "flipped by" section in the tooltip so you'd be able to see if a card was flipped by a close call, or a magnetic money etc. 

* The health door will be removed (it already is on my local version I'm working with). It was hard to tell what the locations would do to the game and it turned out that one with no money in it was not fun. Are there other locations that are troubling you or just that one?

* The increased exit cost will be reduced in the next update, I agree that it's way too expensive right now.

The health door itself isn't necessarily the problem, Its that it replaces the default 10mg door.  I think a good balance  to allow for the new doors/modes to stay in is to always have the default "10mg" and "1000mg" doors available, with a 3rd door that is rotating between the special modes, perhaps.  maybe have 2 extra doors rotating between the 10mg variants and the 1000mg variants?  that way you still keep the original balance of the game but allow focused builds to still have a chance to thrive in something like the "eyes" door, but that door wont always be available since it will still rotate between the other 1000mg door variants.  Having extra doors might make the game a little easier, but it would also still be more fun when it comes to making new runs, like an "eye-focused" build, and you could always introduce difficulties if the game gets too easy.

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Amazing game

Thank you!

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I’m enjoying this game so much! I keep coming back to it. As of the latest update, my main big criticism is about when the exit cost is increased to $9990. Maybe I’m just bad at the game, but I rarely reach that high. It would be helpful if it was a lower number. 

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Actually, after playing the update a bit more I have to add that the location mechanic doesn't seem entirely balanced yet. Before I had made much money I got the health door, which got me stuck on the placebo door. I stopped playing at that point because I didn't want to have to play that over and over to get to the $99 door. That was a bad run with shit luck which probably made the issue worse, but it might be something to keep in mind.

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I completely agree with both of your assessments. Changes will be coming to both the increased exit amount and the health location soon!

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aye, my first post-update run and I got the health door right away and thought that was just how Tuesdays were gonna be now until I went and read the patch notes. Pair that with a 10K exit cost and you may as well just call it a run...

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Is it possible to have fax machine not copy itself when you purchase it? I feel like it's such a waste (even though it pays for itself). I'm guessing it does that so you are less likely to over-manipulate it on rarer perks. 

I see what you mean but you guessed right about the reason! It's too OP if it doesn't pick itself.

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I was supposed to sleep 3 hours ago. Anyway, how do you use the magnifying glass? My hint perk just flipped it up.

The magnifying glass flips up an adjacent non-enemy card when it is flipped up. It counts as a hint. 

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such a funny and comfortable game, a mix of stress and calm in every round, i wanna see how this evolve!

Thank you!

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Is the death counter in the "How many cards of what type" at the bottom supposed to go to 3 when you click a death card and then back immediately back to 4 (even if you clicked more than 1 death card)? All the other counters decrease by 1 till you get them all.

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Also Really fun game and I finally made it past Tuesday! Also do the doors start to randomize past Tuesday?

Yeah the numbers display the number of face down cards of each type. Because enemies flip themselves face down after they're revealed, the number goes down (face up) and then back up (face down again) 

The doors do start to randomize (once per hour) on Tuesday+

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Mr. Magpie's Harmless Card Game Beating Monday(No Commentary)

this was my first attempt at the game but my mic bugged out when recording but still wanted to upload it. I got super lucky rng and basically beat the first day on my first try!! Literally love this game!!

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Thanks for checking it out and sharing your video!

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A couple of bugs:

*Eggs seem to hatch every hour, on the hour - not when 60 minutes have passed after the purchase

*When flipping the last card of the row/column, any completion perks will not activate if the row contains any previously flipped enemies. The only exception is if the only the last flipped card is an enemy

*Aren't eyes supposed to be always visible at start? It seems that when combined with certain perks (maybe Close Call?), some eyes get dealt face-down

*After the latest patch, it seems that the hints about the corner enemies can now be duplicated

Thanks for the bug reports! The first two are more communication errors. The perks are working as intended but the descriptions need work. Do you have ideas on how to clarify the wording while keeping them succinct? (Obviously no obligation to respond to that question, it's our job to figure that out, but sometimes it's helpful to hear how a new player would explain something since they just went through the process of learning it)

Could you elaborate on what you mean about the eyes not being visible and being dealt face down? In my mind all cards are dealt face down and when you click on them they flip face up. Eye cards have a special "card back" though. It is certainly possible for close call to flip up an eye if it's adjacent to an enemy.

Hints sometimes duplicate and have since before this update. There's some logic that tries to prevent this but sometimes it fails.

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Gutes Spiel
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Danke

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Actually so fun! Love this game!

Thanks for the kind words! 

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Can I Escape This Rogue-like Card Game | Mr. Magpie's Harmless Card Game


Literally amazing. Addicted. Playing this so much!! It’s actually such a fun card game 
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Thanks for checking it out and sharing your video!

I love this game, it is a blast to play! Also I adore the names of some of the perks, "golden turd" is a pretty great name lol 


Thanks for playing and sharing your video! I'm glad you enjoyed it.

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Just like a real job.

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So true.

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the game is so fun, but dont you think the 9990$ exit is too harsh? T-T

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nvm its not

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It is. Even before the latest update, there was no consistent strat of getting a likely pass on the higher cost exit door. Maybe one-in-a-hundred chance once you know what you are doing. All down to luck with rerolls, and then you have to hope you have enough time left to not get screwed by the board.

Hilariously, the latest patch made this even harder by adding mutators that 1) replace one global activator with a Right activator 2) deal less cards to the final board, lessening the profit.

But I guess the devs are blinded by people posting pics about that one broken combo, thinking that "oh that exists, so game must be fine, we're so quirky"

Devs with zero understanding on how to balance things. The difficulty for the 9990 door comes from all the wrong reasons.

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Never had this many chips before

Nice

holy cow

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I learned about this game through Markiplier's video and i loved the idea and wanted to show support for it so here i am :D. I spent a good amount of time playing it and i can say the gameplay is really captivating, love the atmosphere and the design! I found it really fun and i think all the mechanics and perks are really well thought of, even tho it's pretty difficult to proceed to the next day at first till you find the right strategy. I can't wait to see the later versions of this game, keep up the good work!!

Thanks for playing and for all the encouragement! 

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Pretty fun idea, very unpolished execution.

Don't even bother trying to play this to win it. The base exit cost can be reached consistently once you figure out a basic strategy. However, once the game forces you to the higher exit cost, you just need to get really lucky with hitting certain combos. 

Probably like one-in-a-hundred chance, ONCE you've figured out the feasible combos.

In addition, there are multiple useless perks (e.g. "Letter X", "Brevity"), multiple that you'd except to combo with each other but don't. and even some with spelling errors ("Speach", lol).

There also isn't much meaningful decision-making/strategizing in here: it boils down to a "push-your-luck" math exercise.

But seeing how this is a free-to-play game in what I assume is pretty early stage of it's life, there is still good potential here, and is pretty good fun for a couple of hours.

---

(If you are struggling on Monday, here's one basic strategy to pass the basic exit cost levels: just rush to the 99-cost door, even if you need to spend lives and pay time to refresh them. Then just play 99-levels making sure you hit both global reactivations each time, even if you need to spend lives).

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I definitely disagree with your evaluation that the game lacks strategy. Also, it is possible to consistently get to the higher exit cost (9990) if you know what you're doing. There's more to it than what perks you buy/combos, the order you flip the cards matters a lot.

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If you have even one strategy that *consistently* gets you through the week, please post it for us to evaluate.

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Haha, wow, getting defensive are we? I can consistently beat a bad chess bot at chess, but if you asked me for my "strategy" I couldn't give it to you in a single paragraph. There's lots of different possible situations you could be in, so there isn't one catch-all strategy. Like I mentioned though, being clever about the order you flip the cards matters a lot. Here are some examples:


- If you have a lonely perk like lonely money or lonely multiplier, flip the board in a checkerboard pattern to maximise lonely cards

- If you have prismatic pillar and find a global reactivator, keep a card in that column un-turned until the end when you can reactivate it

- If you have an "eye activates x perk" check the x squares and make decisions based on what's there. For example, if you have corner office flip up the corners and if it's just mult there, you should open the eye now to get the mult early. If there's a global reactivator there, like the prismatic pillar situation, wait til the end to reactivate it.

etc. etc. etc.

Strategies change based on which room you're playing in, what perks you have, and many other factors. If you play cleverly though, you can consistently beat the game

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"Haha, wow, getting defensive are we?" When was bro getting defensive? How much of a insufferable narcissist do you have to be to jump to the conclusion that someone is getting defensive over something YOU of all people said? Pack it up, mate.

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Hi, sorry for being like that, I guess I just felt a little attacked and lost my cool. I'll try to be more empathetic in the future. I don't mean to be a dick online :(

Thanks for pointing out the typo!

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Hello. Super nice game, very fun and nice gameplay loop(lots of replayability).
Only problem is that the game uses 100% gpu power(4070 super).It would be very good if you could add a fps limiter or settings in general.
looking forward for the new content, game is very promising :)))

Thanks for the kind words and for bringing the performance issue to our attention. It's now on our to do list!

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I saw Markiplier play the game and immediately had to try it!! This was a very fun experience and im gonna stop for now, just so I can play the finished game later on!! Super fun and cool, I really hope this proceeds into a full game cuz I am loving this and if it turns out as cool as Inscryption did, I would GLADLY pay money to play, really well done!

Thank you! I appreciate the kind words. It is definitely going to proceed into a full game - might take a while but it will get there eventually!

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