
I’m not afraid to admit that the moment to moment gameplay can be tedious in 0.4. And Demo 2.0. Sure crafting a line of Arrow blotters is nice, but if it takes you 10 rounds of contemplative planning to get there what's the point? To address this, I’ve made some rather sweeping changes to the gameplay, resulting in a much more unpredictable and chaotic experience. These things always seem stable on my end before I like to release to you all, but there’s just so much stuff cram packed in this update that I don’t even know if there are any bugs I have yet to see, but it all seems clean so far! I’ll be looking towards gameplay from testers and demo lovers to get ideas on how to balance all of this, so please share feedback with me on these new systems after you’ve given them a fair shot! Although I don’t think any amount of OP balls are going to save you from the fury of FEVER 10...
PLACING INDIVIDUAL BALLS NO LONGER GRANTS SCORE. To score, you must now get a bingo, passive item, or blotter effect. Don’t worry, it will be happening a lot more often.
Balls now have various special types with special properties and strange behaviors!
Any ball has a 1/10 chance to be a Special ball (gold or blotter).
Gold balls grant money when placed
Blotter balls carry a specific blotter that is applied to the space when placed. These can OVERWRITE existing blotters.
After getting a base type, the ball then has a separately rolled 1/10 chance to be an Effect Ball. All effect balls are considered Attributeless which means they may be placed in any space, but they have no inherent symbol or color. They do still have numbers.
Wild balls count as all symbols / colors for placing and sets.
Shuffle balls reroll the colors, numbers and symbols of every space/ball on the card.