GUG
some features that i think would make the game more interesting
1. a way to learn who the first person to generate a new gug is (if some prefer privacy maybe a first generated date or anonymous option would work)
2. a way to learn the word to make the gugs you have seen before as enemies (not sure if this is in game already and i havent noticed yet)
3. a test arena where you can bring any gugs you have seen or made before to test game mechanics and interactions or specific gugs
4. a challenge mode where you can only use gugs and fight with reasonable stats (around 1-100)
5. a challenge mode where the letters you use to make gugs are consumable (so you start off with like one vowel and five consonants but you can buy more in the shop)
the game is great by the way, my first run i got killed cause of a gug with 10k hp so next try i made the gug that gives itself 1k dmg
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Showing 1-2 of 2 comments
kamen  [developer] Dec 23, 2024 @ 1:50am 
Hey, thanks for the kind words! These are awesome suggestions, we'll look into them.
About suggestion (2), what about making it so that the Gug Garden records the "source sentence" or all gugs you defeated or recruited when you succesfully complete a run?

I would also suggest a few more :
6. Make the "world background" sentence visible in the initial loading screen.
7. Add a search bar to the Gug Garden (searching in cards text mostly as nemes are rarely relevant).
8. Add the ability to skip Amiotic Pool in a run (sometimes your Gugs are just perfect the way they are :p)
9. Some sort of "deathrattle" trigger event (as in Hearthstone) that makes sure that "on death" event actually trigger: so far it appears that most actions on death won't happen because the gug was deleted before the action could take effect (ie: self-revive won't work).
10. Maybe find a way to save Gugs that "transform" so you can get them back at end of run as they usually dissapear and are replaced by a token that is lost at end of run.
Last edited by Geneosis; Feb 9 @ 11:41am
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Showing 1-2 of 2 comments
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