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10/10 game, friend. I especially like the part where I make the game infinitely harder for myself and other people because all the really overpowered teams I created remain as enemies to face.

I think I've won like 6 times now? And created some real monster teams.

If you guys get rolled by a team that has no adverb, it might be one of mine. I specifically never select a first adverb to differentiate mine from everyone else's. 

Something horrifically overpowered but I've never managed to get to do is a team consisting of all Scotts, each armed with an axe. The game usually ends before I can fully equip all the boys, given the axe's relatively low spawn chances, and the fact that it only seems to appear in the enchanted area.

With all the extra cash, you can afford gems to boost the power of your boys.  All you have to do really is keep pumping their stats up. They just need enough health to survive a final attack and be the last man standing.

This team would almost always guarantee you at least draw.

I feel if I accomplished that, I'd make a truly run ending team. Imagine being on your last life and running into that.

A team of swampies achieves mostly the same goal, but with less control. And not all of them can receive the power boost. But if you see a swampy, you should just take him.

As far as balance goes, I feel like upgrading troops needs to be cheaper. Or that the cost of troops of the same kind should be cut depending on how many you already have.

There's very few reasons to ever upgrade a troop compared to just buying power or getting a better unit. It's also very inconsistent. Even if you wanted to upgrade a guy, there's no telling when it'll come up.

I feel like if the upgrades provided equivalent value to what gems of the same cost as the unit would provide, then it would be more worth it. Because I could buy gems that raise everyone's stats, or I could buff one guy, inconsistently.

SOME of the abilities are build defining and totally worth upgrading. But not all of them.

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Thanks for the awesome feedback, as always!

> Something horrifically overpowered but I've never managed to get to do is a team consisting of all Scotts, each armed with an axe.

This is a great idea! I think the only situation where this would fail is against a spawner deck (zombie fam or imp/chomp/critter), unless you could really boost their health to outlast it.

> I feel like if the upgrades provided equivalent value to what gems of the same cost as the unit would provide, then it would be more worth it. Because I could buy gems that raise everyone's stats, or I could buff one guy, inconsistently.

This is a good point, it's important to balance the cost of gems vs. upgrades and it may need some tweaking still. Of course since upgrades boost abilities it can be much better still, but as the game stands now I think stats are a bit more powerful than abilities, so it tilts in the favor of gems perhaps. I think the buff-everyone gems may be a bit too cheap, as well (especially compared to the random-two gems).

Relics are going to shift the balance of power a bit, too. They'll have global effects some of which will make certain abilities more powerful.

Please keep the ideas coming! And let me know if you think any specific minions or items are too weak (or strong, but I like a few OP minions, I just don't want any useless ones)!

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Yeah, your life is a currency. You can fail 4 times before it's game over. So the time spent trying to get all your Scotts and axes isn't really wasted. Money is the best superpower.

It's just a balancing act of knowing when to stop being greedy while giving yourself a buffer if you run into one of the run ender squads.

I'd say the thief is more efficient than Scott but a lot harder to acquire. HIS upgrades are the ones that REALLY pop off. Like if you get an early thief, then you should just build your entire team around him.

There's a team in the game now where I won by abusing Swampies and a Thief. It's a huge conga line of power and axes.

As far as weak units, I'd like it if you could "evolve" them. Rather than just upgrading a zombaby to be a stronger zombaby, couldn't I have him become a zombie? 

Like if I get an imp family member on my team, I obviously should ditch him, regardless of how strong he is, for a critter if one shows up. If my new Critter could consume the previous unit and thus gain his upgrade points and inherent any stat gains he got, if they share the same family line, then upgrades become significantly more worth it.

It adds an element of strategy to the mix.

Also, you could massively buff the summoning decks if there wasn't a cap on the number of units in a battle.

I don't mean letting a player bring infinite guys into a fight. But instead if a unit spawns a guy, that guy isn't wasted if you already have 5 currently alive.

There's some combos that could be seriously nasty if there was a separate summon cap. Perhaps it's something you could buy with cash? If you unlock more "slots" for allies created in battle.

It opens a path for more types of units who have similar abilities. Like a unit who, every 3 rounds, could summon a guy or two.

For players who don't use summons, you could have buyable stuff that takes the place of guys and fits in the same spot. Like siege equipment, or castle walls. The enemy might have to take on your ballista or structure before getting to the dudes.

As far as balance goes right now, it's still a young game. I'll wait to see more combinations and what happens with updates before saying anything about that.

There's a lot of good options here, if you can find them. Part of the strategy in this game, unless you add more ways to guarantee specific units, will be to build a deck based on what's given to you.

After a while a clear meta will form. But I'd rather wait to see what other people do once this game gets a few hundred people who won at it.

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I really like the idea of being able to increase the size of your team in-battle, I could probably add that as a relic!