Post-jam update


Hi everyone!

We’re overwhelmed (and incredibly thankful!) for the popularity of Near Mint. What was just supposed to be a fun jam game ended up featured on the front page of itch, and played by thousands of people. How cool is that?!

We weren’t originally planning on updating the game past the first two days of (intense) work on it. After all, we all have a job already (we’re making another game called Day of the Shell - check it out!)

But seeing how many people have played Near Mint in just a few weeks, we’ve decided to at least take a few more hours of our week-end to smooth out some sore points, and add some much-needed quality of life improvements.

And maybe more will come, who knows?

Patch notes for version 0.0.6 (most of it, at least)

Bugfixes :

  • The game’s resolution is now fixed to a clean 4:3 ratio on all displays
  • When playing a card that gives you more cards or actions, your turn now won’t end until after the effect has resolved completely
  • The game now resets correctly on death

General improvements :

  • You can now double-click or right-click a fragment to play it, instead of dragging it to the middle
  • Removed HP regen at the start of each level. It’s a real roguelike now!
  • Added a new reward screen, where you can switch out one of your cards’ fragments with a better one
  • Improved the game’s balancing, to smooth out the experience over a longer playtime (we never expected you guys to play our lil game for more than 10 minutes!)
  • Updated the game’s main menu
  • You can now have more than 3 actions

Some more small things :

  • Added an encounter number to the top-left of the screen
  • Enemies won’t predict their actions twice during your turn
  • Enemy HP will eventually form a second line instead of extending horizontally forever
  • Actions now blink when they are engaged (to preview a card’s cost)
  • Tweaked some animations like armor, defeat, etc.

Patch note for 0.0.7 (small fixes + UX/QoL)

  • Fixed a bug with drawing and automatic turn pass
  • Added a text to indicate when a new turn start
  • Adding a card fragment to the play area will switch it with the one already here, instead of doing nothing

Thanks again for playing, let us know what you think in the comments!

Files

Near Mint 0.0.7 Post Jam.zip 40 MB
86 days ago

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Comments

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(7 edits) (+1)
  • Removed HP regen at the start of each level. It’s a real roguelike now!

Concerning, but better enemy balancing should take care of it! Thanks for the notes! Will say more when I get playing again!

Can have more than 3 actions, AND more than 6 Cards! Woo!

EDIT: Nevermind, getting 7 cards because it didn't manage to stop the turn start draw when ending the turn at 6 cards.

Got to Floor 13!

(+1)

Congrats!

Yeah, hopefully the enemies are a bit easier in the beginning to offset the fact that you don’t regen anymore. But you have to be smarter with armor now!

Also you shouldnt be able to get more than 6 cards, we’ll try to fix this in the next update :D

(+1)

Given that I only got to IIRC Floor 4 in V0.0.5, this is a improvement, yes~ heehe!

Only thing I wish now is Card Delete being an option, but Card Upgrade is close enough already for the length of the current games!

Good luck with bug fixes and stuff!

(+1)

Card Delete is definitely an option we consider in the future. Because it tends to be really powerful to make your deck thinner in a deckbuilder, we want to add it in the right context.
Card Fragment Switch was one way to make your starting cards evolve without having too much impact.
We will try to add some content to the game, but our main focus at the moment is Day of the Shell, our upcoming Tactical Roguelike. We are really happy that you liked the game and are looking forward to develop it further when we can.

Mmm. Card Advantage and percentage chance of drawing each card, yeah.

I looked at the Steam page for that game due to it being said on your profile, yeah. Good luck! Looks good, though it's not my jam!