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Kaktusn

6
Posts
A member registered 88 days ago

Recent community posts

Update:
Got to slightly over 120, then my PC restarted :D
Last screenshot:

"being almost impossible to get to wave 50+". You wish you were right :D (might do more just to prove a point)


But seriously, great job with the performance, it works much better now (I wouldn't have gotten this far otherwise) <3. The infinite castle + steel cube combo is just way too strong.
Also, I've noticed a slight graphical bug - the king name and health bar seem to be slowly moving downwards as you get further in the game, eventually disappearing around lvl 70, see screenshot (it's not particularly important, but still, you might want to know)

I managed to get to ~ lvl 90 with castlemaxxing (see other comment), some feedback:

1) the physics really seems to be much less of an issue than in previous versions, well done <3

2) This uncovered two new bottlenecks:

    - Units getting to position: this can take multiple minutes. Changing speeds/(un)pausing repeatedly helps, so I assume this to be some convergence issue. Might be solvable with either snap-to-grid (after a certain time) or changing the position-updating algorithm (better parameters/choosing a different one)

    - Post-battle card selection: This can also take several minutes and is ultimately what killed the run (forced shutdown). I am not sure what causes this/what helps. If I'm to guess, computing card probabilities/going through all the discarded cards/something like that in some very demanding way.

OP low-lag strategy: castlemaxxing

1) Take any tanky unit (knights/soldiers/warlocks), ideally two

2) Make them tankier (one of these should be enough)

    - max level

    - library + block first hit enchant

3) On first decree, take the "infinite castle upgrades" (reroll/reset if neccessary)

4) Upgrade the castle any chance you get


After about 5th upgrade, you should be able to instakill anything (aim at the place with the most enemies), easy win

You might want to consider changing the dmg-size scaling (especially from shamans) to something less-than-linear (A logarithm? Square root?). I managed to lose the well in this (1 enemy wizard + a shitton of shamans) :D

It's because of the shamans (each buff to dmg = slightly larger size). If there's only a few wizards and many shamans, the wizards get large quickly.