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I've been facing a guy who is making lots of thugs and ramping them up early. Not being able to one shot a 4 health thug (ever) with your thief makes that seem like a really strong strategy! Time will tell though.

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The strategy may in fact be too powerful! Thugs have actually been nerfed a couple times already - it used to be that they guarded a tile until they were killed, and that guarding thugs wouldn't count towards thug-tax on subsequent turns. This made them ridiculously overpowered, but I'm strongly considering the following changes to the next version:

  • Thugs start with 1 health; alcohol upgrades get them 2 and 3 health
  • 2nd-level Strangefellows upgrade gives all Thugs AND Gangs +1 health

This would bring thugs more in line with where I think they ultimately need to be, and would also make the 2nd-level Strangefellows upgrade much more compelling (as it is, I rarely see players continuing to upgrade the Strangefellows after sticking 1 urchin in it).

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That seems to be a good plan. From a gameplay perspective I feel like an opponent that abuses thug strategies (especially if they had a strong start) can shut down their opponent and make it very hard to come back. What if increased thug health was at 2/3 urchins in the Strangefellows? I'm guessing you have a reason for not having a 1, 2, 3 upgrade path for everything though.

I had a player put Thugs on both sides of my start point, which feels a little cheap. I probably could've avoided it, but I generally prefer designing to prevent base-camping (maybe if there were 3 directions of movement from all start points?)