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(3 edits)

Played the game abit more and managed to survive to wave 14. 

My map was so clogged at that point where every wave (of annoying friggin catapaults) just took a solid 1/3 of my base while i tried to kill everything else. This is with all of the camps cleared (huge base btw)

- We should be able to upgrade certain buildings OR be able to research production sciences that boost efficiency, OR Both. Less map clog= better game play. Upgrading buildings function like Caesar games where adjacent houses can combine and upgrade (maybe automatically after some time) a bigger house. Maybe something like 1x1 tent > 2x2 house > 3x3 big house > 4x4 tavern. 

- Getting attacked from multiple unexpected angles and losing because of it is so unsatisfying as a player. Sure, It makes the game harder, but it feels RNG because surviving the wave depends too much on if you placed your towers at the right side of your base. Balancing the game would be easier if every playthrough with similar conditions. I think all of the enemies should come from a single direction/

-Class system feels... not very unique. This could have been done so much better IMO.
The ranger doesn't shoot arrows. Paladin and Warlord die instantly without micromanagement because of stunlock. Sorceress's E ability feels like it should be on the Paladin. I feel like their abilities should get a complete rework. Stay to traditional ideas. Draw inspiration from games such as LOL/Hammerwarch. Archer should Insane dps to one target.   Sorceress looks to have  AOE/Waveclear. Paladin should be a Huge tank with with taunt abilities. Warlock should be a frontline... etc 

- Leveling up could definitely do something more than just 10% increase and reduction in dmg. Maybe a unique passive for veterancy or maybe something more like a skill point distribution system?

Something should also be done about stunlock

These changes should probably give a more smoother progression curve and prepare it up for 15+ wave games

Thanks for the feedback!

-Annoying catapults:
In the next update catapults will move and shoot slower while in combat. They will also only show up on boss waves. Should make them less annoying.

-Clogged map and upgrades to buildings:
Housing can currently be upgraded (hovel->house->large house).
I did not include upgrades to production buildings as I wanted the building portion of the game to play like a puzzle game where usage of limited space must be considered. making buildings upgradeable would sort of remove this element of the game (just upgrade buildings and not worry about space). I will consider it though.

-Getting attacked from multiple angles:
I'm aware of the inbalanced difficulty from RNG of getting attacked from multiple directions.
Making all enemies attack from a single direction will heavily reduce the amount of strategy and tactics required to defend against waves (just send all troops to one direction to fight every attack wave). I will think of a way to balance this.

-Heroes feeling more unique and dying to stunlock:
I will consider modifying the abilities of the heroes to make them more unique.

In previous versions of the game, heroes were attached to units and only died when the unit died. If a hero lost all health, then they would be momentarily "knocked out" and would get back up when their health recovered. Unfortunately, this made for very jarring "sudden deaths" when the unit a hero was attached to died. To fix this, I made the heroes separate units. Now they will only die when health is depleted. This does make heroes much more vulnerable and required additional micromanagement to keep them alive. Maybe giving them more health will help. I will consider.

-More in depth leveling/veterancy:
I want to keep the leveling system simple. A elite unit with 30% bonus damage and damage resistance is very strong!

-15+ wave games:
Next version of the game will have 18 waves and a new boss.