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(+3)

Am I wrong or are the slimes the only unit that drops crystals to spawn more monsters? It seems there's no way to get a return of investment in spawning monsters and eventually you just can't spawn enough slimes to pay for enough other monsters to keep the heroes at bay.

It also feels like the explosive chests are almost a trap for the player not the heroes at this point. Some heroes avoid them, some of those that don't unlock them and actually get upgrades from them, when they explode they kill your own units nearby, and worse they have a timer on them and they'll explode on their own after awhile. They may deal a great amount of damage, but the cons heavily outway the pros from what i can see.

The exploding zombies doing damage to your own units instead of just knocking them back is a major problem too.

(+2)

Hey, thanks for the feedback! 

I'm definitely looking for ways to improve the balance for the upcoming Steam release, so feedback like this is really valuable!

Right now every unit drops the same number of gems (2-3), so it's easier to maintain them if you summon mostly inexpensive units. In the full release there will be some units spawning automatically, plus also upgrades that generate more gems. I might also consider making units drop some % of their cost.

The chest traps used to be extremely overpowered compared to anything else, so I quickly nerfed them post-jam. Seems like it was too much, but I'll try to make them more useful in the full release.

The exploding zombies do some damage to your own units, but this damage is not scaled by their damage upgrades. I might make them do even less damage to allies, though I like the idea that they can chain-explode.

(1 edit)

is there a way to make the boomers trigger each other, or even nearby trap chests, without making them do full damage to everything else? Like giving them a bonus to damage against boomers/chests or making boomers/chests more vulnerable to the damage? Maybe give them a 2nd damage type that only affects boomers/chests?

I don't know if there are multiple damage types in the game already or not, but it seems like it'd be a good thing to incorporate. Physical, Fire, Explosive, Holy, Unholy, etc... and then you could make each unit more or less vulnerable to the different types to really differentiate the units in what they're strong or weak against.