i love this game and have been playing since 1.16 but have also never got past thursday and ive only got that far once just as like a reference for how difficult it is (or maybe im just stupid)
Thanks for the kind words! The game is definitely really hard. I consider it to already be an accomplishment to beat Monday and a MAJOR accomplishment to beat it on Friday!
this game is fantastic I love the learning curve and the mystery. ive only gotten to wednesday but im determines to win or escape if thats the ending. I really want to see this game on steam or even better mobile. if it was on mobile id play it everywhere. KEEP UP THE GOOD WORK DEVS
Thanks for the kind words! There is currently not any kind of satisfying ending, but we plan to add one soon! We are definitely going to put it on steam (here is a link to the page where you can wishlist it to get an email when it's available https://store.steampowered.com/app/3616280/Mr_Magpies_Harmless_Card_Game/). I'm not sure if we'll have a mobile release, if we do it would probably be well after the steam release.
actually so addicted to this game rn. I’m sick in bed just grinding it lol. I’d love to have a warning when I get down to the last couple of minutes, because I don’t pay attention to the clock I’m focused on the cards, and I’ve lost 3 times when I had enough money because I didn’t know I needed to stop. Also controller support would be lovely for handhelds. Will this get a steam release?
I'm glad the game can act as something to take your mind off things while you're sick in bed! I've definitely had times like that where I just want the day to be over already. I hope you get better soon! Adding more audio/visual feedback to the clock is definitely something we intend to do. Out of curiosity, when you have run out of time is it because you didn't know you had enough money or you were just enjoying flipping the cards? We probably won't have controller support for a while because it can be tricky for a game like this where it's not obvious which buttons would correspond to what. Probably after we release on steam. Speaking of which, yes we will definitely have a steam release! Here is the steam page where you can wishlist the game to get an email when it comes out / goes on sale https://store.steampowered.com/app/3616280/Mr_Magpies_Harmless_Card_Game/
lol don't worry I don't plan on removing it. You can't get multiple promotions at once but you can fill up the career progress bar up to almost 119 again so it's guaranteed that you'll get one on the next day.
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
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
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!
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!
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
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
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.
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.
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.
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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When will it come out on steam???
Cause ngl I really want it to be on steam for some reason
Working on the Steam version as we speak! You can wishlist it here if you feel so inclined: https://store.steampowered.com/app/3616280/Mr_Magpies_Harmless_Card_Game/
i love this game and have been playing since 1.16 but have also never got past thursday and ive only got that far once just as like a reference for how difficult it is (or maybe im just stupid)
Thanks for the kind words! The game is definitely really hard. I consider it to already be an accomplishment to beat Monday and a MAJOR accomplishment to beat it on Friday!
this game is fantastic I love the learning curve and the mystery. ive only gotten to wednesday but im determines to win or escape if thats the ending. I really want to see this game on steam or even better mobile. if it was on mobile id play it everywhere. KEEP UP THE GOOD WORK DEVS
Thanks for the kind words! There is currently not any kind of satisfying ending, but we plan to add one soon! We are definitely going to put it on steam (here is a link to the page where you can wishlist it to get an email when it's available https://store.steampowered.com/app/3616280/Mr_Magpies_Harmless_Card_Game/). I'm not sure if we'll have a mobile release, if we do it would probably be well after the steam release.
actually so addicted to this game rn. I’m sick in bed just grinding it lol. I’d love to have a warning when I get down to the last couple of minutes, because I don’t pay attention to the clock I’m focused on the cards, and I’ve lost 3 times when I had enough money because I didn’t know I needed to stop. Also controller support would be lovely for handhelds. Will this get a steam release?
I'm glad the game can act as something to take your mind off things while you're sick in bed! I've definitely had times like that where I just want the day to be over already. I hope you get better soon! Adding more audio/visual feedback to the clock is definitely something we intend to do. Out of curiosity, when you have run out of time is it because you didn't know you had enough money or you were just enjoying flipping the cards? We probably won't have controller support for a while because it can be tricky for a game like this where it's not obvious which buttons would correspond to what. Probably after we release on steam. Speaking of which, yes we will definitely have a steam release! Here is the steam page where you can wishlist the game to get an email when it comes out / goes on sale https://store.steampowered.com/app/3616280/Mr_Magpies_Harmless_Card_Game/
This game was tough, but definitely fun to play once you get the hang of it!
Thanks for checking it out and sharing your video! If you want tips, our discord is full of players who are breaking the game on the regular haha
Radiohead reference?
Which part?
They have a song called "Morning Mr. Magpie" :D
What music is used for the shop? I've looked everywhere, can't find it. Really relaxing!
It's called "Summer Getaway" by Francesco Biondi
Thank you so much!
rich
how the fuck
good gaming chair
How did you get that high lol, money into multiplier?
lol don't worry I don't plan on removing it. You can't get multiple promotions at once but you can fill up the career progress bar up to almost 119 again so it's guaranteed that you'll get one on the next day.
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.
is wining the second phase of the run even real
nvm i won 3 times
Nice 😎
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!
This is so fun!
Thanks!
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!
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
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
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!
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!
what does "lonely" mean in the context of the "lonely _____" perks? ive tried using them but nothing seems to change
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
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.
this game gave me the creeps ,in that sense ,very well done
ty
ohhhh the new tuesday setup is LIFE-RUINING OH NOOOOOOOO
oh the locations are random okay maybe there's hope maybe I am not robbed forever of my precious precious eyeballs
this does not change that I cannot ever seem to beat tuesday tho : (
Yeah it's a bit too hard at the moment, look for an update in the next couple weeks!
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
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.
Amazing game
Thank you!
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.
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.
I completely agree with both of your assessments. Changes will be coming to both the increased exit amount and the health location soon!
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...