Really fun! As someone else mentioned, summons seem to be a bit op. They just do too much. Repeating attacks and blocking potentially multiple hits from you, all at the cost of playing just one card. Maybe they should cost 2 "actions" to play? So you can only do one summon per turn and can't flood the board immediately? Regardless, great job!!!
Hey that's a great idea!! Giving them more of a cost seems like it could work well. I'm glad you found the game fun! Looking to make some updates to it soon
game froze when i was, fighting two enemies, One was hiding, I killed the one not hiding, and still had minions trying to attack, but they couldn't attack the hidden one.
not really an important thing for game play, but i noticed a bug where sometimes when a card returns to the hand an invisible card appears in between the received card and the rest of the hand. It has no effect on the game other than wasting energy if used, and is destroyed not discarded. not a big deal just thought i would share.
At the moment the Demo only has four decks, so once you've beaten the beach deck you've completed the Demo! 😊 I am planning to include many more decks in the final game
On death effects happen when dealing damage to already dead enemies (like when daggers; every time you deal damage while an enemy has already been dealt lethal damage the on death effect happens again. biggest problem is with big spiders in the caves)
Lol looks like this game is the one that finally got me to make an account! I love the summons but they feel a little overpowered. Like it only takes 2 or 3 in your deck to allow you to build up an unstoppable army of them. I think it would be a good idea if the summon cards were usable once per battle, and maybe added a useless card to your deck for the fight.
Also, I don't know why but after 2-3 restarts the first fight got swapped out with this fight against a seagull with like 35 health, very hard to beat it!
Also would be nice to have a little description of the status effects somewhere.
That's awesome, thanks so much for giving me your suggestions! I'm glad you love the game 😊 I'm really excited to make it as fun as it possibly can be.
That seagull appearing was definitely a bug - I've uploaded a newer version so he shouldn't be bothering you again!
I think you're right about the summons - I may have to nerf them a little bit, as they seem to crush everything you come across!
The status effects would definitely benefit from a description of some sort. I am planning something along those lines for an upcoming update!!
idk if this is a bug or not but im fighting a seagull with 35 hp at the start, even if i beat the seagull its rather a shark, clam, or a crab that i have to worry about, and they do so much damage its unplayable please fix
Hi, im having a bug where in the meadow land (after dying), i keep starting with a rogue level from the beach. Its a little bit hard to do stuff bc i only have the meadow weapons but fighting like a seagull and sharky shark guy
Really cool game. I had a lot of fun playing through the first dungeon, but I did run into something you may want to address. As soon as I started the next dungeon my hand opened with 5 bows and nothing else. I couldn't use the bows because I had no arrows, but I also couldn't draw anything because the hand limit is 5 cards. Essentially I was locked from doing anything.
The game has a lot of promise, and I'm not sure how much would go into fixing this, but I hope my feedback helps!
Hey there! Thanks for playing, I'm glad you like it! If your hand is full with cards you don't want, you should be able to discard some by dragging them over to the discard pile (The X on the left). I clearly need to think of a way to make this more obvious 😬 I hope that helps 😊
Ahh, yes sorry, in the Lucky Draw you just click on one of the cards to choose it. Not very intuitive design, I might make it work in the same way as other things!
Hey there! Thanks for playing, I'm glad you like it 😊 Some enemies have a "Thorns" ability, where if you attack them they will apply damage to you. Bows and Arrows have the bonus effect of ignoring thorns!
The enemies with thorns should have a visual "thorny" outline around their description. This is great feedback though, because it's obviously not clear enough! 😊 I will think of ways to make it more clear
Okay I have uploaded a new update - I think the issue you are running into is caused by there being a long delay as each summon has their turn, but doesn't have a valid target. Let me know if this still ends up causing issues though! Thanks so much, it's really helpful 😊
This is really great! Little bug I noticed, for some reason, if I click off the game, it disappears off my taskbar. So I can't re-open it and I have to close through Task manager. Great game though! Keep up the amazing work!
Thank you! I'm really glad you like the game! Ah that's an annoying bug. I think I may have experienced the same thing - I think in that scenario you should be able to alt+tab back onto the game, but I will look into stopping it disappearing from the taskbar 😊
This is really fun! Great job :D My only suggestions are that using numbers for quick selecting cards in your hand would be super useful. Also highlighting the areas where you can place cards would be great to make the game just a little bit more readable for first time playing.
Oh no, that's really frustrating!! I will take a look at that issue right away! I'm glad you found it fun though 😊 I can't believe you've managed to make it right to the end of the Beach deck!
I absolutely love the concept for this game, and it's not something that I've really seen done right in this genre. I think there are some really promising ideas here, and i would be excited to see more!!!!
I got a bunch of summons, shields and a few buffing cards for a deck with only a sword as an actual weapon. After a couple runs with it, I think the artist's clay should duplicate the actual summon itself with all its buffs/shield/thorns instead of base stats. With the existing summon-support cards (which could be better), it should be balanced. If not, the rarity could be increased since it seems like it should be rare. The game looks like it has a LOT of potential based on how simple yet fun it is right now.
Thank you for the great feedback!! I love the idea of the Artist's Clay including the stats in duplicating! I will try and fix some of those issues you've mentioned too 😊
Update: I just encountered the Armored Golem, which seemed to make my "ally" deck quite a bit more powerful and fun. I hadn't realized that existed when I wrote my original comment, and maybe it didn't, so balancing is all up to you now!
Yeah the Armored Golem does a great job at supporting all your other summoned cards! In the future I'm planning to have more cards like it to combo with them 😊 I'm glad you found it fun!
On the beach against the shy clam and swooping gull, I got to turn 6 and when the golems turn came the game stopped working because (i assume) the golems had nothing to attack since both enemies are invisible
probably just being dumb but i want to clarify, does the heavy hammer remove the enemies weakness and that mallet add it? it seems like they both make the bird animation play so I'm not 100% sure
So far I've enjoyed this, but I wish that at the start instead of choosing 5 cards, I would keep that as an option but also have a prebuilt set of 5 cards, such as a bow-based start or a dagger-based start.
Got another one (made the mistake of going to the caves again and it happened immediately-- thought that one might have been fixed, or maybe this is a new one):
Seems to happen with the tethered bow specifically. Sometimes breaks start-of-turn card draw resulting in a softlock, but not always. Always has the weird offset arrow card, as pictured.
This occurred in the beach, again, during a rogue wave where a shy clam washed up to help a crab. The clam was currently in hiding mode and the crab was dead. It happened when I manually ended my turn with a armor+weakening hammer and a three hands card in my hand with one action remaining at the end of the turn.
Possibly worth noting that there is a bug with the summoned creature damage upgrade card-- it discards your hand but doesn't say it does that in its text. It can also be used to discard the rest of your hand and then return itself to your hand by playing it on an enemy with no summons in play.
Okay, I think I have added in a good fix to prevent this from happening. Thanks for such a detailed description! Hopefully you shouldn't run into it again. 😊
I've also fixed the issue with the Training Course card discarding your hand - it definitely was not meant to be doing that!
That's great feedback! Currently there isn't a way to skip taking cards, as I was trying to work out a good balance between being able to draw your good cards, without being able to discard all bad cards and being really overpowered. The only way to get rid of cards currently is by selling 3 of them at a time in a shop.
It's good to hear that you don't like the current balance of that. I will try to think of some better ways to reduce how clogged your deck gets!
A way to skip cards after battles would be good, but there is always a more interesting way...
Some rogue likes do something like this: merging duplicates to create a better or higher-rarity item of the same type (e.g. I have three clay golems and I can merge them into a stone golem or something). I think this would work well given the relatively inexpensive rerolls after battle. I won't actually recommend this but it's worth trying. Did I mention the game is great?
Ooh that's a very good idea!! I was considering something similar - potentially a Card like the shop where you can sacrifice some cards from your hand for a chance for a higher rarity card 🤔 Now I'll have to think of which would be better.
As fun as the game is, my ADHD cannot handle having a perfect stack of coins and then there being like 1 coin stuck behind my cards, there should be a way to hide cards or just make coins less annoying.
If you mean being stuck behind your hand, I fully agree haha. It's super annoying. I'm planning to add in a fix that will push the coins away from your hand so that they can't get stuck there!
The bug seems to be happened from the card launcher which this happened right after i did that or i think so ( maybe can u add something like "reset encounter" incase this happens (also yes i did try to kill it He doesnt die ) I loved the game ( And just using the card launcher broke the game )
Haha that Baby Spider is unstoppable! I'm so glad you enjoyed the game! Thanks so much for the details on how to reproduce!! That will be super helpful. I'll take a look into that
screenshot of softlockGame did not draw hand when going from store to Mega Shark, softlocking run. No error message this time, and the game is still responsive .
I can examine the enemy card and move coins around and things dim when moused over and move up slightly when clicked. There is no end turn text on the end turn button, but the space is drawn there and dims when moved over but doesn't react when clicked.
← Return to game
Comments
Log in with itch.io to leave a comment.
Really fun! As someone else mentioned, summons seem to be a bit op. They just do too much. Repeating attacks and blocking potentially multiple hits from you, all at the cost of playing just one card. Maybe they should cost 2 "actions" to play? So you can only do one summon per turn and can't flood the board immediately? Regardless, great job!!!
Hey that's a great idea!! Giving them more of a cost seems like it could work well. I'm glad you found the game fun! Looking to make some updates to it soon
Coins occasionally get stuck under your hand and its annoying for organizational purposes...
nevermind its fixed
Great! I hope you're enjoying the game 😊
Oh I agree, that's very annoying. I tried to upload a fix for that in v 2.0.9 - have you noticed that helping at all? 😊
This aint normal-
Haha that is not normal at all. Did you notice what happened to cause it? Usually it's due to a specific card having a bug related to it 😬
i used a martyrs blade which dealt one more damage than the rabbit could handle
Haha so the Rabbit decided to cheat - I'll look into fixing that quickly. Thanks!
game froze when i was, fighting two enemies, One was hiding, I killed the one not hiding, and still had minions trying to attack, but they couldn't attack the hidden one.
Thanks for letting me know! Do you know what level this was on? That's really frustrating, I'll try and fix that quickly 😅
not really an important thing for game play, but i noticed a bug where sometimes when a card returns to the hand an invisible card appears in between the received card and the rest of the hand. It has no effect on the game other than wasting energy if used, and is destroyed not discarded. not a big deal just thought i would share.
Ah interesting, that's not ideal. Thanks for letting me know about that! Do you have an example of when you've seen it happen at all?
This should now be fixed 😁
Third hand + bonus cards is fun
Wow nice combo! That's a really good hand you had there, especially all those sharp cards!
I think sometimes knife cards will trigger bonus cards for some reason but I'm not sure why
The sharp card knives will also draw a card I believe?
Ah, I've noticed the bug you're talking about! I'll upload a fix for that soon
This should now be fixed! 😊
👍
is this the end?
At the moment the Demo only has four decks, so once you've beaten the beach deck you've completed the Demo! 😊 I am planning to include many more decks in the final game
On death effects happen when dealing damage to already dead enemies (like when daggers; every time you deal damage while an enemy has already been dealt lethal damage the on death effect happens again. biggest problem is with big spiders in the caves)
Ooh good pickup! That's really annoying, so I'll fix that quickly! Thanks for letting me know 😊
This should be fixed now! 😊
Lol looks like this game is the one that finally got me to make an account! I love the summons but they feel a little overpowered. Like it only takes 2 or 3 in your deck to allow you to build up an unstoppable army of them. I think it would be a good idea if the summon cards were usable once per battle, and maybe added a useless card to your deck for the fight.
Also, I don't know why but after 2-3 restarts the first fight got swapped out with this fight against a seagull with like 35 health, very hard to beat it!
Also would be nice to have a little description of the status effects somewhere.
Love this game so much, keep up the good work!
That's awesome, thanks so much for giving me your suggestions! I'm glad you love the game 😊 I'm really excited to make it as fun as it possibly can be.
That seagull appearing was definitely a bug - I've uploaded a newer version so he shouldn't be bothering you again!
I think you're right about the summons - I may have to nerf them a little bit, as they seem to crush everything you come across!
The status effects would definitely benefit from a description of some sort. I am planning something along those lines for an upcoming update!!
i don't think arrow cannon is applying the extra 2 damage like it says on the card.
Good pickup! I'll double check that it's correct! Thanks 😊
This should be fixed now! 😊
does pressing next (rerolling) cost money??!
that was not obvious...
Yes it costs money to reroll. Thanks for letting me know! I'll try and make it more visible in a future update 😊
In the most recent update I've now made it more obvious! 😊
idk if this is a bug or not but im fighting a seagull with 35 hp at the start, even if i beat the seagull its rather a shark, clam, or a crab that i have to worry about, and they do so much damage its unplayable please fix
Oh that's definitely a bug. I'll upload a fix right now!
lmao thats the seagull ive been fighting too my guy tanky
Haha yeah he's meant to be the final boss of the Demo, so definitely not the right way to start the game😂
i beat the seagull at the start, with dagger spam
Wow! That's super impressive! He should be gone in the most recent version
Okay that should now be fixed. Sorry about that!
Hi, im having a bug where in the meadow land (after dying), i keep starting with a rogue level from the beach. Its a little bit hard to do stuff bc i only have the meadow weapons but fighting like a seagull and sharky shark guy
Yep that's not meant to be there haha - I'll upload a fix right away!
Okay I've uploaded a fix for that. Sorry about that being there!
nono dw this game is very addicting. i was able to get past it like a bit with bow spam and shield but TY
I'm glad you're enjoying the game!! Thanks for playing 😊
Really cool game. I had a lot of fun playing through the first dungeon, but I did run into something you may want to address. As soon as I started the next dungeon my hand opened with 5 bows and nothing else. I couldn't use the bows because I had no arrows, but I also couldn't draw anything because the hand limit is 5 cards. Essentially I was locked from doing anything.
The game has a lot of promise, and I'm not sure how much would go into fixing this, but I hope my feedback helps!
Hey there! Thanks for playing, I'm glad you like it! If your hand is full with cards you don't want, you should be able to discard some by dragging them over to the discard pile (The X on the left). I clearly need to think of a way to make this more obvious 😬 I hope that helps 😊
Stuck on the 'Pick a Card' screen, how do I progress?
hey there! You are then meant to drag the card you want down the bottom into your hand 😊
I tried, but cant :(
That might be because I flipped over a card with rclick
It's during the wheel spin thing
Ahh, yes sorry, in the Lucky Draw you just click on one of the cards to choose it. Not very intuitive design, I might make it work in the same way as other things!
Really cool game, but I there’s a bug where if I deal damage, the damage is dealt to me as well as the enemy.
and this is with any weapon, not just the mean dagger. Fun game though!
Hey there! Thanks for playing, I'm glad you like it 😊 Some enemies have a "Thorns" ability, where if you attack them they will apply damage to you. Bows and Arrows have the bonus effect of ignoring thorns!
oh, gotcha. Will it tell me if they have thorns?
The enemies with thorns should have a visual "thorny" outline around their description. This is great feedback though, because it's obviously not clear enough! 😊 I will think of ways to make it more clear
can't attack, can't end turn. it might have something to do with the fact the the seagull is invincible and summons have to auto attack? idk?
I am having this problem too
Ah that's frustrating, I thought I had fixed that. Just to confirm - which version was it saying on the bottom right? I'll take another look!
Okay I have uploaded a new update - I think the issue you are running into is caused by there being a long delay as each summon has their turn, but doesn't have a valid target. Let me know if this still ends up causing issues though! Thanks so much, it's really helpful 😊
Great work!
Will die to killer bears again :)
Thank you!! Good luck against that bear, he is not friendly at all 😬
This is really great! Little bug I noticed, for some reason, if I click off the game, it disappears off my taskbar. So I can't re-open it and I have to close through Task manager. Great game though! Keep up the amazing work!
Thank you! I'm really glad you like the game!
Ah that's an annoying bug. I think I may have experienced the same thing - I think in that scenario you should be able to alt+tab back onto the game, but I will look into stopping it disappearing from the taskbar 😊
This should now be fixed! 😊
This is really fun! Great job :D
My only suggestions are that using numbers for quick selecting cards in your hand would be super useful. Also highlighting the areas where you can place cards would be great to make the game just a little bit more readable for first time playing.
Thanks so much! I'm really glad you found it fun!
Those are great ideas! I will try and improve the readability! 😊
Extremely fun game though
Yeah this is the same thing that happened to me, I do agree that the game is great though
Oh no, that's really frustrating!! I will take a look at that issue right away! I'm glad you found it fun though 😊 I can't believe you've managed to make it right to the end of the Beach deck!
I think this should be fixed now! 😊
Yup. This bug still exists as of now.
Oh no! Let me take a second go at it haha
I absolutely love the concept for this game, and it's not something that I've really seen done right in this genre. I think there are some really promising ideas here, and i would be excited to see more!!!!
Thanks so much! I'm glad you enjoyed Dungeon Deck. I'm excited to keep working on making it really fun 😊
I got a bunch of summons, shields and a few buffing cards for a deck with only a sword as an actual weapon. After a couple runs with it, I think the artist's clay should duplicate the actual summon itself with all its buffs/shield/thorns instead of base stats. With the existing summon-support cards (which could be better), it should be balanced. If not, the rarity could be increased since it seems like it should be rare. The game looks like it has a LOT of potential based on how simple yet fun it is right now.
Also
- the ethereal arrows don't say "Requires a Bow"
- I broke the shop by dragging some cards around
Poison also heals enemies by 1 per turn for some reason (it's a bug, but it could be a feature)
I've improved these two issues in the latest update 😊
Thank you for the great feedback!! I love the idea of the Artist's Clay including the stats in duplicating! I will try and fix some of those issues you've mentioned too 😊
Update: I just encountered the Armored Golem, which seemed to make my "ally" deck quite a bit more powerful and fun. I hadn't realized that existed when I wrote my original comment, and maybe it didn't, so balancing is all up to you now!
Yeah the Armored Golem does a great job at supporting all your other summoned cards! In the future I'm planning to have more cards like it to combo with them 😊 I'm glad you found it fun!
On the beach against the shy clam and swooping gull, I got to turn 6 and when the golems turn came the game stopped working because (i assume) the golems had nothing to attack since both enemies are invisible
I think I had the same problem
Hmm, this is super helpful actually. Thanks for sharing that, I think I should be able to fix it quickly! 😊
This should now be fixed! 😊
probably just being dumb but i want to clarify, does the heavy hammer remove the enemies weakness and that mallet add it? it seems like they both make the bird animation play so I'm not 100% sure
Hey there! Both the mallet and the hammer should add weakness to enemies! 😊
So far I've enjoyed this, but I wish that at the start instead of choosing 5 cards, I would keep that as an option but also have a prebuilt set of 5 cards, such as a bow-based start or a dagger-based start.
Ooh that's an interesting idea, it would make it easier to try and play with a specific deck build! 😊 Thanks for the suggestion!
this game is really fun!
Thanks! I'm really glad you enjoyed it! 😊
are you planning to add more to the game? it's cool
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object oDeck:
Push :: Execution Error - Variable Index [14,1] out of range [8,-1] - 0.<unknown variable>(100009,448001)
at gml_Script_scrCreateSummonCard
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_scrCreateSummonCard (line -1)
gml_Script_scrLuckyDrawLogic
gml_Object_oDeck_Step_0
Thank you so much for posting this crash log! This should no longer happen with the most recent update 😊
Dummy + Reflection = Invincible Dummy
That's a great pickup! This should be fixed in the most recent update, which is a good or bad thing depending on what you hoped for 😊
Got another one (made the mistake of going to the caves again and it happened immediately-- thought that one might have been fixed, or maybe this is a new one):
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object oDeck:
local variable l_card(100006, -2147483648) not set before reading it.
at gml_Object_oDeck_Step_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_oDeck_Step_0 (line -1)
Ah those annoying caves!!! Looks like a new one, I'll take a look again😬
Uploaded a fix for this crash! 😊 Hopefully the caves is now a safe path
This game has crazy potential! I've been playing for hours non-stop!
Thanks! I'm glad you're enjoying it!! Let me know if there's anything you want to see added in the future! 😊
glitch when chosing projectile
Thanks for letting me know about that! I'll take a look and create a fix soon! 😊
Seems to happen with the tethered bow specifically. Sometimes breaks start-of-turn card draw resulting in a softlock, but not always. Always has the weird offset arrow card, as pictured.
Okay that's super helpful to know! Thanks 😊
I believe this visual error should be now fixed!! 😊
thanks for fixing it
Got a new crash! (thanks for fixing the softlock!)
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object oDeck:
trying to index a variable which is not an array
at gml_Script_scrCA_AttackCard
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_scrCA_AttackCard (line -1)
gml_Script_scrDrawCardPrecise
gml_Script_scrDrawCard
gml_Script_scrDrawItems
gml_Object_oDeck_Draw_0
This occurred in the beach, again, during a rogue wave where a shy clam washed up to help a crab. The clam was currently in hiding mode and the crab was dead. It happened when I manually ended my turn with a armor+weakening hammer and a three hands card in my hand with one action remaining at the end of the turn.
Possibly worth noting that there is a bug with the summoned creature damage upgrade card-- it discards your hand but doesn't say it does that in its text. It can also be used to discard the rest of your hand and then return itself to your hand by playing it on an enemy with no summons in play.
Oh no! Thanks for letting me know! I'll have a look at all of those issues as soon as possible! That's a big help 😊
Okay, I think I have added in a good fix to prevent this from happening. Thanks for such a detailed description! Hopefully you shouldn't run into it again. 😊
I've also fixed the issue with the Training Course card discarding your hand - it definitely was not meant to be doing that!
bruhhhh my cards aint loadingg
Nooo! xyncht below also ran into this issue 😔
Do you know what you did right before this happened? That's so frustrating it ruined your run like that!
This should now be fixed! 😊
is there a way to skip[ taking cards at the end of battles? My deck gets super clogged and I cant get my good cards when I need them.
Hey there,
That's great feedback! Currently there isn't a way to skip taking cards, as I was trying to work out a good balance between being able to draw your good cards, without being able to discard all bad cards and being really overpowered. The only way to get rid of cards currently is by selling 3 of them at a time in a shop.
It's good to hear that you don't like the current balance of that. I will try to think of some better ways to reduce how clogged your deck gets!
A way to skip cards after battles would be good, but there is always a more interesting way...
Some rogue likes do something like this: merging duplicates to create a better or higher-rarity item of the same type (e.g. I have three clay golems and I can merge them into a stone golem or something). I think this would work well given the relatively inexpensive rerolls after battle. I won't actually recommend this but it's worth trying. Did I mention the game is great?
Ooh that's a very good idea!! I was considering something similar - potentially a Card like the shop where you can sacrifice some cards from your hand for a chance for a higher rarity card 🤔 Now I'll have to think of which would be better.
Im glad you like the game!! 😊
As fun as the game is, my ADHD cannot handle having a perfect stack of coins and then there being like 1 coin stuck behind my cards, there should be a way to hide cards or just make coins less annoying.
Still a fun game, just a personal thing
Hey there! I'm glad the game is fun 😊
If you mean being stuck behind your hand, I fully agree haha. It's super annoying. I'm planning to add in a fix that will push the coins away from your hand so that they can't get stuck there!
I've added a fix for this now! 😊
Excellent! Angry Dagger made the game crash (Windows).
Thanks! Ahh that's not good, I'll try and fix that really quick for you.
This should now be fixed! 😊
Wow! that's a quickie
I found other bugs :( after 2 levels, the game may block
Baby Spider Went God Mode Avange His Mother
The bug seems to be happened from the card launcher which this happened right after i did that or i think so ( maybe can u add something like "reset encounter" incase this happens (also yes i did try to kill it He doesnt die )
I loved the game
( And just using the card launcher broke the game )
Haha that Baby Spider is unstoppable! I'm so glad you enjoyed the game!
Thanks so much for the details on how to reproduce!! That will be super helpful. I'll take a look into that
This should now be fixed! 😊
I can examine the enemy card and move coins around and things dim when moused over and move up slightly when clicked. There is no end turn text on the end turn button, but the space is drawn there and dims when moved over but doesn't react when clicked.
Wow that's super frustrating! I'll have to make sure I fix that so it doesn't happen again!
Also, I'm very impressed you made it to the beach! It's not easy to get there
Thanks!
This should now be fixed! 😊
Game crashed on Lucky Draw on stage 2
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object oDeck:
Variable oDeck.CT_SUMMON3(100104, -2147483648) not set before reading it.
at gml_Script_scrLuckyDraw_Caves
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_scrLuckyDraw_Caves (line -1)
gml_Script_scrGetLuckyDrawList
gml_Script_scrLuckyDrawLogic
gml_Object_oDeck_Step_0
Amazing!! Thanks for providing the error message, now I'll be able to fix it up 😊
This should now be fixed! 😊