This was a fun one.
B-Kong
Recent community posts
Fun game with good replayability. It also looks and feels really polished, congratulations on making a great game.
Thoughts/suggestions/opinions after playing a solid 20+ runs:
-Re-roll feature at recruitment camps
-Ability to scroll back through combat log
-Damage meter
-Events could have a 3rd choice where you pay faith for something better. e.g (gain 1 attack, Gain 2 health, or pay 3 faith to gain both)
-Sometimes you can fall into a "lose more" spiral where if you lose poorly once then you don't get enough faith and you continue to get weaker and weaker relatively speaking. Maybe if you lose you should get to replay the same depth instead of moving past it so you don't miss out on faith.
-It would be fun to be able to buy more than 1 thing per turn though maybe breaks the balance/core gameplay
-Having an Obelisk either side of a follower doesn't trigger their ability a 3rd time. Not sure if intended but it's not clear from the description
-If its a draw (e.g against fireworks boss) it feels like you should still lose core health
-An aspect or support follower that boosts combat traits would be cool. (e.g "double the power of combat traits")
-"Give random follower X" as a powerup rarely feels like a good choice as you often have disposable followers. Being able to choose might be nice.
-The "revive all followers with 1 health" support seems to end the opponents turn even if they all haven't finished attacking. Makes it even more OP than intended haha.
-After beating a boss the faith option seems underwhelming compared to extra capacity.
-Chaser seems to drain all attack from new recruits, even after hotfix.
-Familiar doesn't trigger off Duelist. Not sure if intended but could be fun if they interacted.
-Familiar doesn't trigger off Reaper. (maybe because permanent gain?)
-Stacking Sculptors, +2/+2 for summons with the fractured aspect seems to be the most OP combo I found. Pretty easy to get 15+ 8/10 statues.
-Familiar can also be pretty OP. On my first try I got him to 74/52 against the dragon.
-Some of the phrasing on the aspects isn't clear, specifically the "gain double the amount of stats" vs "double base stats" distinction isn't obvious at first.
Great game with good replayability. Each class has a couple of really strong combos which makes it fun to try out each one.
Some thoughts around balance:
-Regular runes aren't great, They seem too expensive to buy and as rewards I found myself just selling them immediately and only ever buying/equiping the unique items.
-Necromancer items don't always seem to propogate to skeletons (e.g poison rune doesn't apply to summons)
-It would be good to have a "pay to refresh shop" so you can search for specific items.
-Might be interesting to add non-combat encounters. E.g wandering shop, choose an upgrade
-It would be good to add a stat that reduces the time it takes to respawn a new unit so you could add more strategies like spamming 1mana warriors and priests
bug: It seems both blessing and the wizards loaded spell are counted as items. If you cast the blessing spell directly on a wizard he doesn't shoot his magic on the next step. Similarly if the wizard has blessing on him and you cast another spell, then blessing is removed to make space for the wizards loaded spell
In general - Try and 'draw' every round for as long as possible. Then once you HAVE to start winning you want to win with a single beefy guy in each row to minimise the damage to the castle.
Specific tips:
-Prioritise Bat Curse in every book slot early. This is a way of "banking" money/power so you don't get too powerful and start winning rows. Only use the curses after your side is dead.
-Buy every single mauseleum (gold generator). You can never have enough. That's how you keep rolling late game for whatever crazy strategy you are chasing.
-The maximum damage your single unit needs is only 9 to 1 shot everyone. Even so you don't nessecarily want to hit that cap too early in case they completely roll over the enemy.
-Use spy liberally early-mid to try and match each rows power in order to 'draw' or be overrun (and then bat curse).
-Sell all your buildings on the final turn. They don't do anything for the final turn after all
I like the idea of playing as Dr. Frankenstein or a generic "mad scientist" and all his lab created minions & captured creatures. Feels very thematic.
Unit ideas:
Abomination - On death poisons 2-3 squares which deal damage when walked into
Vampire - heals on attack
Flying gremlin - Flys to other lanes to assist if broken through
Frankensteins Monster - Has cleave (Attacks hit 2 squares)
Mole - Digs underground and attacks the rear and/or directly to the castle
Zombie - After killed rests for X turns then rises up again.
Werewolf - "Infects" enemies. Infected units gain 2/2 but randomly attacks allies/enemies (maybe 50/50 chance each attack)
Clone of Mad scientist - Ranged attacker. Throws beaker with acid / Ray gun etc
Looking forward to seeing what you come up with!
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
Fun Game, the demo isn't very balanced though. Stacking Poison + Purple potions is OP (super easy to acomplish). The only thing that beats it is insta-kill blind sword + purple potion stacking (though this is harder to pull off).
Also it would be good if you could play beyond 10 wins. Sometimes you feel like you've just gotten your build off the ground and then it ends before you can see it play out.