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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