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(+1)

Love this game. Spent too much time playing it. Thanks for making it and updating it.

Some gameplay/balance suggestions:

  • Nurse - Text says 'heals hurt allies' however only heals 1 unit each time. The upgraded nurses feels redundant as not many enemies deal more than 3 damage anyway. Consider upgrades being able to heal from lethal damage or heal multiple units in lane (to protect from range damage)
  • Excalibur - really weak and requires a lot of set up to make work.
  • Wizard - clunky to play. it would be much smoother if you could "load up" spells. Also on upgrade maybe attack multiple units instead of more damage. He feels like kobold/archer with extra steps at the moment.
  • Pigman - Even with upgrades he is weak relative to his tier 3 peers. Every 3rd step is just too slow  
  • Succubus - Giving an upgraded succubus a shield removes the blessing. This doesn't really matter because succubus is so strong anyway haha.
  • items - It might be nice to have 1 or 2 other items to increase variety. E.g add the bow as an attacking item or a heal scroll (heal when taking fatal damage) or blessing cross as utility items.
  • Not forcing the use of gold to start a round might be interesting. Allowing strategies of saving up gold at the cost of life to get better units
  • Add text explaining the spying costs 2 gold. Maybe it's just me but I played 20+ rounds always saving 1 spy for the final round before realising you could spy at the cost of gold after using up the 3 free spys

thanks for the feedback!!!

I really need to rewrite the text for the nurse, probably next patch!

And i might consider a rebalance for the pigman. He is QUITE strong in later levels, but maybe too weak starting out?

And i'll see about the spying! Editing UI always sucks but i'll keep it noted as something that should be touched up!


As for the other things, they are mostly intended behaviour and/or unchangeable.

Excalibur is intended to work that way, he does require a lot of setup, but i quite like that! It's a whole event with a huge payoff. 

Wizards are divisive, but they are working as intended! I really really like how they work. 

They do need setup to work, too, as you are supposed to be going for a mostly magic build (and therefore have weaker/fewer units). The fact that they make you use your magic in turns, and strategize, goes perfectly with them, imo: you kind of feel smart in a way. A "brains triumph over strenght" vibe. I could maybe make them stronger in early levels to make up for that, but they do tons of damage already!

Extra items would throw off the balance of the randomness, but there will be new items when new decks of units come around! Some day! But it's in development <<

The forcing of gold is intended! I want people to roll instead of saving, and see different choices and freeze some units to buy. That would be discouraged otherwise, which in turn would also make the game truly random, as you would only use the three units the market gives you and that's it!

Thanks a lot for the feedback!! I'll get those other things checked for next patch!

Thanks for the reply. 

I played Excalibur again and tried to go all in on his damage just for fun (it was). 

With that in mind you should increase the damage cap from 99. Its completely unnessecary but I feel let down I couldn't get 300+ damage when I levelled up my beefy 75dmg lv 1 excalibur haha