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I just wanted to say this is a very cool concept and the implementation of it is pretty good for this stage of development. As others mentioned, it can be a little tricky to figure out what to do exactly but it's very doable (took me 2 tries to understand what to prioritize doing). 

As for constructive criticism, if I may: 

  1. Compared to knights that go out the gate and fight monsters consistently, archers tend to follow you around more; this means that if you're inside the farm, archers are generally inside the farm too and they're trying to attack monsters from inside the farm, which deals 0 damage because of the farm fence blocking projectiles. I was expecting archers to go out and get busy by themselves :)) 
  2. Related to point 1, a good quality of life improvement would be to have the option to instruct troops to either guard the gate or guard the miners for instance, I usually have to guard them myself. Or, for healers, I would want to direct them to heal the knights instead of following me around when I'm busy upgrading the base.
  3. I upgraded the 2 farming spots to the point where they expanded outside the farm wall. This resulted into the farm helpers to go outside the farm wall and remain there. I was unable to bring them back and they were not working because of it. The only solution is to expand the farm fields even more outside the farm wall and the farm helpers would work those tiles that are outside the wall. 
  4. The final and probably the most important aspect: I ended up killing myself after defeating the second or third boss simply because it was too repetitive and there is no end goal or no intermediate objectives. Whatever you have in mind for the "endgame" would be a good addition compared to the current state. 

Also looking forward to see how this grows :) 

Good luck!

Wow, thank you so much for the in depth response and feedback. I can't express how valuable input like this is.

We'll be putting out a patch tonight to address points 1 & 3. To compensate for the farm plot getting capped in size, we're adding a growth rate upgrade to improve the yield.

2 is a great point. Protecting non-combat units is essential, especially if we plan to expand out-of-base operations. We definitely want to move towards players having more agency over units, without it getting too deep in micro-management.

4, like you mentioned, is vital. Our early days here on itch have proved to us that the general flow is enjoyable. Now it's on us to make sure the experience has long-term motivation and engagement.  We're open to all sorts of ideas on this topic. Death by boredom is the last thing we want lol.

Thanks again for your feedback and support.