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(2 edits)

It's true the gameplay loop starts to break down at around this stage due to gold hoarding and how the power scaling doesn't account for the fact that you can just run several gold mines at once, or maybe it does and you're just expected to have hoards of followers die per invader.
Since I started with the idea of just creating a spike corridor, I figured out quickly that any invader will die or come close to dying before they even encounter anyone. (You might want to consider starting another save to try this)

For whatever reason, all the status bars, in this version, are fixed at 100, and 4 level 5 spike traps do a fixed 26 damage (you do the math on that one). With a graveyard and an alter, you have the option to revive any of them and now you have a high levelled zombie.

If you would rather have high levelled living followers or don't want to put in a spike trap corridor, then:

  • Use Nail Bombs! Nail Bombs have the equally amazing property of having fixed damage, just chucking 7 Nail Bombs at someone(7 x 15 = 105 damage) will always take them down to 0 health. Unlike in monster capture games, a character at 0 health only dies once you end your turn, which means you can either use the capture ability or Shackles.
  • Send followers out to capture others. Whether you managed to capture a high levelled follower, or they somehow died, you can always send them back out in search for others to bring back (yes I mean sending zombies out, not just a corpse). Followers will always capture others around their level.

This all being said, high levels become a bit pointless since combat just turns into sticking sharp objects into anyone until they either submit or die, but it at least gives you the freedom of keeping whoever you want despite their combat ability.

(+1)

i did have a four long spike coridor that was three wide. I built it because i thought it was permadeath and got paranoid but since it also made fights fast i never destroyed it.  Sadly, even a one-hit enemy can kill you when you cant physically hit them XD Like I said, I think you misunderstood my post. I had no trouble fighting, my attacks and items just didnt work. Sorry to tell you but it was not a skill issue on my part that caused this haha XD I am gratefull for you trying to give me gametips but I didnt have any trouble with that stuff so it kinda doesnt help much. Like I said, I literally cant do combat becasue the attacks arent accepted by the system. Maybe its a num variable issue, since i've seen sth in this direction (in my own code) when I get out of memory value exceptions but I might just be talking out my ass. 
Anyway, I implore you to read posts more carefully before throwing in your advice because being unable to attack or use offfense items is not the same thing as being bad at a game. Thank you nonetheless. 

(+1)

I admit I was little sleep deprived when I was reading your post so I accept I misunderstood the main issue.
The game is fairly broken, in all ways that you mentioned and then some, depending on far you 'progress' with developing your dungeon. Even without the bugs, most combat skill this game expects you to utilize just doesn't really work/matter past a certain point anyway, so all the stuff I mentioned just feels like abusing something the developer forgot about / hasn't fixed yet.
Attacks seem to take a lot of processing power, and this has crashed my game at least twice when the enemies can start hitting with a flurry of 20 attacks in one turn as if the first hit isn't already a TKO. I don't know exactly if this is related to your issue, but them doing a stupid amount of moves against you at higher levels is 'normal' so it could at least explain why it's freezing.

Sorry if my post came off as offensive, I would have also preferred it if this game works as intended without the bugs or broken scaling issues it has.

(+1)

NONONONO youre all good! i think i sounded a bit passive aggressive thank you again for trying to help me out :D