I made a deck that was almost only multipliers (Specifically, coin flips that give a x17 or x19 multiplier if flipped on the light side) combined with a couple cards that force coin flips to land the same way every time, and a couple cards that added 7^7 points and ended up with 2x10^20 points when everything lined up perfectly
I feel like a lot of probability and expected outcome calculation is required to really pop off. Certain cards are more likely to be great in the first 200 draws and then should be removed in the last half, like the plus nth digit cubed isnt adding much value past 200 draws.
8:47 I'm surprised you didn't take this card. It could add up to 729 chips if the input value contains a 9, and on average (assuming all digits have an equal chance of being the highest, which isn't true, meaning the average would actually be significantly higher) it adds over 200. That's better than all the other +N cards you had at the time.
I managed a truly obscene run with a couple of abilities: One set the initial value to the level of the shop, the other doubled the cost of items in the shop, but made restocking free. Add in a high multiplier flask (when a card would reduce the running total, instead add x times the amount it would have been reduced by) and a couple of = and things got very silly.
I found out about this yesterday, it was only a matter of time before someone else would find this too... It was not intentional (obviously), as it can really break the game, so in the next update, the ability does not make shop refresh prices free anymore, it just decrease shop refresh prices by 25%, 50% or 75%, based on the ability version. Anyways, thank you for reporting this, and for breaking the game... I mean for playing :D Edit: the bug is now fixed in the updated version of the game
@@oddeyesgames by the time I was up in the multiple hundreds, each reroll was marked as only adding 1% to the price too - the actual purchase price of cards was far lower than what was shown in shop - the price given in the card description was what I was actually paying, I think. Great game!
You absolutely need more multipliers in the deck, remember lessons from Balatro!
I made a deck that was almost only multipliers (Specifically, coin flips that give a x17 or x19 multiplier if flipped on the light side) combined with a couple cards that force coin flips to land the same way every time, and a couple cards that added 7^7 points and ended up with 2x10^20 points when everything lined up perfectly
score: 15,814,314,693 cumulated points: 17,706,036,724 best turn: 17,140,881,780 🐐
Keep these videos coming please.
Damn I was hoping you'd do another video of this game 😂❤🎉
I feel like a lot of probability and expected outcome calculation is required to really pop off. Certain cards are more likely to be great in the first 200 draws and then should be removed in the last half, like the plus nth digit cubed isnt adding much value past 200 draws.
Thank you for making more!
8:47 I'm surprised you didn't take this card. It could add up to 729 chips if the input value contains a 9, and on average (assuming all digits have an equal chance of being the highest, which isn't true, meaning the average would actually be significantly higher) it adds over 200. That's better than all the other +N cards you had at the time.
I have no idea what's going on
Why are you removing when your Judge is increasing due to size of your deck?
I managed a truly obscene run with a couple of abilities: One set the initial value to the level of the shop, the other doubled the cost of items in the shop, but made restocking free. Add in a high multiplier flask (when a card would reduce the running total, instead add x times the amount it would have been reduced by) and a couple of = and things got very silly.
I found out about this yesterday, it was only a matter of time before someone else would find this too...
It was not intentional (obviously), as it can really break the game, so in the next update, the ability does not make shop refresh prices free anymore, it just decrease shop refresh prices by 25%, 50% or 75%, based on the ability version.
Anyways, thank you for reporting this, and for breaking the game... I mean for playing :D
Edit: the bug is now fixed in the updated version of the game
@@oddeyesgames by the time I was up in the multiple hundreds, each reroll was marked as only adding 1% to the price too - the actual purchase price of cards was far lower than what was shown in shop - the price given in the card description was what I was actually paying, I think.
Great game!
25:16 - Big Number Go Brrrrr