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(+1)

I really love the latest update, a LOT actually. from rebalancing to the better approach to new players. But... there's a couple of things i noticed. First the spiked helmet item doesn't work as it says it does, instead of dealing 2 dmg back, it still deals the lvl dmg of the enemy instead. The Altar beast also doesn't seem to activate it's ability (correctly if at all. when the distillation of "on hit" is on, it can lead to it healing the enemy's summons instead.) 

And there's also something I dont understand regarding fusion of units. You see, after i buffed a couple of war automatons, 2 of them had about 50 or so atk and hp, but after a third one fused with them the lvl 2 result was weaker, about 40 something instead. How does the stat distribution work when fusing?

(+1)

I'm glad you like the updates! I REALLY appreciate your feedback and continued playing of the game ❤️


I hope to take a look at all these issues this weekend, and I'll also get back to you about how fusion works

(2 edits)

This is the way fusion works: 

When going to level 2 it chooses the highest health and attack and adds +3 to that in the resulting unit.

When going to level 3 it does the same but adds +6 health and attack. 

At least that is how it is supposed to work! I haven't been able to reproduce the automaton leveling problem myself, but I'll continue to keep an eye out.

Thanks for the heads up on the wrong numbers for the spiked helmet - that was an easy fix and I can hopefully push an update for that soon.

As for the altar beast problem when using the "on hit" distillation - I was able to reproduce this. I'm considering removing the "on hit" distillation in some way because it causes A LOT of bugs and edge cases with distillation (and it might just be way too powerful). Gotta think about it!

Thanks again for all the comments and bug reports!