Ver 0.942a has the following changes. I tried testing it, but my apologies for any unexpected issues. If there are any serious issues, I will patch them within 12 hours.
[ BALANCE CHANGES ]
As a baseline, regular enemy hp is up roughly 50%. This will make depth 1 on FlowerGirl somewhat challenging for experienced players and depth 5+ absolutely brutal. This was based on feedback about how regular enemies were dying too quickly, but is provisional. I want to see how new players react to this change in particular. One alternative is to increase difficulty of Depth 2+ for Flower Girl substantially, but return Depth 1 to previous levels.
The "Change" shovel has been renamed to "Loose Change" (old "Loose Change" handle is renamed to "Light Metal"), and power adjusted. Previously, "Drop 3 different tier drops: Drop duplicate" has changed to "Drop Coin: Drop Duplicate if last 3 drops were all different tiers." The buy price was also reduced down to 15 nuggets.
[UI]
New purple "trigger" outline to let players know more clearly when items and handles will trigger.
Slight changes to some wording, for consistency and readability.
More tooltips when you mouse over certain words. (Eventually will probably make an option to turn this off outside of "inspect mode".)
Sorry, but gacha UI is still slightly outdated, it does not have the new trigger outline nor the double-click-to-sell UI feature. This will be improved, but may take a backseat to item revisions. (Possibly 1 week.)
If there are any oddities, please do let me know here or in the discussion forums or on discord, just the name of the item and I can look into it.
[ "FULL" TUTORIAL ]
Has somewhat more rules, and somewhat sillier. Will likely need further edits. If you want to see it, you can play Flower Girl Depth 1 on the Basic Crate and it will prompt a tutorial selection.
[ ACKNOWLEDGEMENTS]
I want to thank two content creators who shared the game with their audiences. This also helped me identify several issues, and provided energy:
View game page
and
I read the comments every single day, usually multiple times. There were many helpful comments, and I'm trying to work on the game to address them. But I also wanted to thank this comment in particular, as it gave me a lot of motivation:
"Honestly amazed. I'm sorry to say I went into this game with low expectatons, but you managed to blow me away. :) [...]" [Anonymous in game feedback]
Some other things I really wanted to reply to, I hope the posters who shared anonymously don't mind if I share small snippets.
"If there was a visual that showed that what i was about to drop in coffer could open a lock in chests, i think that would be very helpful, it would reduce the amount of focus i have to shift back and forth to the chests. [...]". [Anonymous in game feedback]
+ This one is easy to miss but if two things are going to unlock a crate, the dropper will turn yellow! However, it does require "scanning" the whole crate like once for each drop, so I will consider making an indicator. I also hope I get the chance to expand on the story in the full game!
"Enemies apparently decided midway through their turn that they were gonna be angry, and changed their behavior, which has never happened before. [...]". [Anonymous in game feedback]
+ This is a great bug report, thank you. I think it's "okay" if enemies get angry during your turn, but once the player hits "end turn", they should be "locked in". I will try to fix this soon, likely in the next patch.