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Is there a way to end the turn early?
Do I have to play 4 things every turn?
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Showing 1-6 of 6 comments
stingless  [developer] Jun 29 @ 11:46pm 
At the moment there is no way. Usually you would want to use all your actions anyway so you start building higher level Tokens to prepare for the mid and end game. In terms of if your build is very strong the game tracks if you keep clearing the enemies each turn and progresses you through the wave faster the better you are doing.
BorfStyle Jun 30 @ 12:08am 
Interesting, thank you!
Originally posted by stingless:
In terms of if your build is very strong the game tracks if you keep clearing the enemies each turn and progresses you through the wave faster the better you are doing.

Wow, I did not know this. I STRONGLY disagree with that idea. Am I making the game harder by creating a strong combination of tokens?? that is a big bummer. I think the whole fun of the game is to try to find strong combinations, one should not have to be worried about making the game harder in so doing. This is a great fun little game, but it takes away a fair bit of the fun of exploration, being punished for trying to find a good combination... :/
Originally posted by Lohikäärme:
Originally posted by stingless:
In terms of if your build is very strong the game tracks if you keep clearing the enemies each turn and progresses you through the wave faster the better you are doing.

Wow, I did not know this. I STRONGLY disagree with that idea. Am I making the game harder by creating a strong combination of tokens?? that is a big bummer. I think the whole fun of the game is to try to find strong combinations, one should not have to be worried about making the game harder in so doing. This is a great fun little game, but it takes away a fair bit of the fun of exploration, being punished for trying to find a good combination... :/

no your not making the game harder, what he means is that the game speed increases to finish the waves and becasue your tokens are set up in a combo fashion, the game goes okay these are gonna die might as well just cram them all on the board so the player can get their next token / power. why do you think theres sometimes no enemies for a turn or 2? the game also goes OH this player doesnt have any damage ill go ahead and give them an enemy free wave or two. This is to both encourage you to get a token the next wave. ALSO the AI tracks what tokens you play alot and then offers them less in ways to coerce you into trying to tokens and combos. personally this is also why the BOARD idea was conscripted. So that if you decided you wanted to try something with a Berry boost build (aka duck duck goose trust me i finally got the combo again and it goes hard AND its all on video) you choose the correct board to pair up. Now the fact they allow you to also change the board to pair with challenges (for instance the burger challenge activate twice or not at all) the game also then....
okay i started ranting so heres the bullet points
~~ Ai enemy spawning tempo good to get you through the waves and saves turns
~~ AI predeiction of damage of combos DOESNT change enemy health, just amount of enemies released per wave / round
~~ combo changing to have players try new tokens in neweer packs
edit: ITS BEEN DISCUSSED already to code in pack toggling on or off but DONT get your hopes up because id rather have more then less.
Last edited by SirTrashy; Jul 4 @ 9:10am
stingless  [developer] Jul 4 @ 3:21pm 
Not sure about the tracking what Tokens you play alot. That's not in the game. The only thing is when you unlock a new pack it guarantees that shows up for the next 5 games.

But yeah this is definately a tough one. One that I honestly pondered for a long time. The implementation at the moment is meant to only see if you are clearly too strong at the time. It is meant to be invisible, and I guess unless I say it kinda is an invisible hand that slightly alters the difficulty and speed, I feel people wouldn't even realize if I didn't mention it. It doesn't make the enemies harder or a wave harder it just gets you through the wave quicker. It's the reason you can have shorter runs, and that there's an achievement for finishing a run in 60 turns at all, otherwise every game would be the same amount of runs. In early playing I found some of the play testers, that when they stumbled upon a crazy build half way through the game, it just wasn't satisfying using it on one or two enemies at a time. And they were just winding down the clock, essentially able to beat the boss straight away. Balatro has it so if you hit the high score it just ends the battle and you skip your extra turns (for extra gold). Slay the Spire allows you to beat boss in a single turn if your strong enough. I needed a way to not feel monetenous if you had a strong build without altering the game too much. You still get the same amounf of markets and choices. And it's not a large enough range that it's that worth trying to exploit either. Because to trigger the acceleration you have to be really strong at that time anyway.

I don't know if there's a perfect implementation, I could put a skip turn button in but again at the cost of potentially creating more clutter or confusion. A new player would never understand why there's a skip turn button at all. I like that this encourages players to also think about speed runs, how quickly can they finish a run as well. I don't want to discourage strong builds either, which is why it only kicks in if you are consistently clearing all enemies off the board each turn on consecutive turns, which is to say you are clearly too strong for this difficulty. Again it's not a large thing and it's only really MEANT to be there to accelerate players to the end slightly when they're probably already got the tools to win.

On the idea of new players trying new things. This is actually meant to be in favour of that. Having a slightly variable rate at which enemies can come in means that new players who are exploring new strategies that probably usually involve not being busted have the normal rate of enemies coming in. If they constantly have the board 3/4 full then only one enemy can spawn so they're rate of having to kill the enemies is just one per turn at most. That way players who are finding synergies but haven't quite got there yet get a bit more breathing room. Again it's only a slight hand that comes in and it's only meant to really accelerate players that have a build already and wanna feel a bit tested. It's completely a game feel decision and I agree it doesn't feel good knowing it.
My initial prompt for posting this question about ending the turn was having a board state where my only available move would waste something I want for next turn. Yes, you generally want "more stuff" so you can get to the higher tokens quicker. But sometimes my only move would destroy or combine into a trigger that's wasted on having no enemies at the time.
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