Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

In online play, it's actually every single upon death effect that doesn't trigger.

(1 edit) (+1)

Is everyone attacking simultaneously in your game? If so, that's not the intended behavior. Can you try if the build in this link https://zittacheng.itch.io/uploadtext (password: REDACTED) fix the problem for you?

OMG that is exactly what's happening. This build wonderfully fixes pretty much every issue I've come across playing the game.  Funnily you caught me in the middle of me writing a list of them which is now redundant.

Only pointers that actually stay relevant with that build:

  • I noticed summoning a lot of followers through stacking start of turn effects slows down the game a lot before attacking or after killing all targets. Not a big issue but it might run into scaling issues with your plans for endless mode or just a longer game in general. (Browser, Firefox)
  • Hunts would do better if you could give chase. As it stands they're not really a dilemma and more of a stat check. Either you can beat them and you get free stuff or you can't.  There'd be a lot more decisionmaking if it was more about how much damage one can afford to take chasing after them. What might also help is more "power-now" followers with drawbacks for the lategame. That niche could definitely broaden the possible strategies a lot.

Nice. Glad it works.

Solid feedback on hunt. I'm also not too satisfied with it yet...