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(2 edits)

second stage again, modified strategy. use the bottom pink flower.

level range and rate about equally, but also dump ALOT into max units. dont remember the amount, the the max unit upgrade cost 65 by the end.

hp is useless, the hand guy does 100 damage, with super high range and piercing.

goal is every time a unit dies, replace it with a new one. keep sending one in each lane. when one dies, and the hand projectile is not in the way, send a new one in that lane.

eventually your range and army size will allow you to kill the hand guy, once that happens all you need is enough leftover units to dump into the empty lanes. i won at run 12.


ranged units are king.

find the best one. hierarchy is: best-anything with piercing, next whichever has the highest starting range, last if all else equal is whichever has a damage upgrade

tailor your strategy to the ranged enemies that exist.

low range, low damage? try scaling hp or just outrange them.

high range, piercing? overwhlem them with numbers but dont let them pierce multiple targets at once. one unit in a lane at a time. employ distraction as they will always attack the closest target. build up your range until you can kill the dangerous enemy while it is busy attacking something in another lane.

(+1)(-1)

You know what? This game really need a walkthrough. The average player wouldn't be able to make it through without one.

EVERY level should have a walkthrough.

The strategy doesn't work on Stage 3.

Those dickeyes with tentacles outrange everything I can stat and the only creature with range CAN'T HAVE MORE THAN 1 HP!

(1 edit)

use the chest on stage 3. beat it in 10 runs.

keep in mind I rerolled for a starting speed discount, so I don't know long it may take otherwise or if it's possible in 15 runs.

but yeah, get 3 units and the chest's speed to 6 asap, pester the eyes for xp and replace a chest once it falls.

once you have that try to get a 4th unit and level the other chest stats until hp hits 5, then focus damage to 7, it's enough for the chests to rack up enough damage to clear the eyes in 1 wave.

I should mention that you should time your spawns so that your units avoid the projectiles. to safely avoid the void, wait for its epicenter to reach the outside of the outer walls of the lane.

dump into units and wait for the board to clear of projectiles and send a chest in each lane to cleanup.

stage 4 was easy.

just spam void range and damage...

I know, right?

3 was HARD AS NAILS, but 4 was laughably easy.