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Lievven

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A member registered Nov 18, 2020 · View creator page →

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I definitely agree that reroll is a hard decision. The game's limits, at least for the earlier parts of the game, really don't work well with a reroll mechanic. The best approach might just be abilities or shop items granting rerolls. For a guaranteed reroll, maybe if you skip a shop with 20 faith? That's a high cost, not easily achievable, but also exactly when you'd want  a reroll. There's also always the option of banishing units to make the game a tad more reliable in the lategame.


As for supplicant, my personal opinion is that it'd work perfectly fine at just +1 faith.  Whether you gain faith at round start or a unit's death makes little difference. The former is a bit more reliable and can be doubled up on but the latter actually combos with more options. That said, it might also be more unique to keep Supplicant on 2, and on death combos feel like they need that bit extra eco anyway. Alternative nerfs might be dropping Supplicant to 1 Faith but it gains a second Faith if another unit dies before or after it. Increasing the cost to 4 would go against the cost design but break the aspect of immediately going to 6 Faith. One really unintuitive nerf would be "buffing" it to 4hp since it'd be less likely to die, although that might also cause frustrations with players since it cant die round 1.

I really love the new update. There's some cool new combos, a bunch of great bug fixes, and overall the game feels a bit more challenging as well.

A few things that I've noticed still need some polish are:

  • The speed up button should remember its value between runs and also affect the time spent between floors.
  • If you have 20+ followers (even if they're dead), the game significantly slows down and with enough of them eventually takes 10+ seconds to calculate your turns.
  • Towards the later game and especially in endless mode, a reroll option is starting to feel much more necessary. At the very least I've now gone two runs in a row without seeing even a single copy of a major core unit, constantly having 20 Faith and only incompatible options available.

In terms of balance I'd also like to add that the "on death gain +2 faith" unit feels too strong. It brings you to 6 faith immediately the round after, something only the 1-cost vanilla unit does, while also giving more faith per round thereafter than even most 6-cost faith generation options.

We were given a link to an unstable test version with the bug fixed, I answered in regards to that, not the current live version.

Can confirm the new build works.

Followers no longer attack simultaneously and on-death effects work now.

Comma checks out, German is default language and keyboard on the machine used for testing.

OMG that is exactly what's happening. This build wonderfully fixes pretty much every issue I've come across playing the game.  Funnily you caught me in the middle of me writing a list of them which is now redundant.

Only pointers that actually stay relevant with that build:

  • I noticed summoning a lot of followers through stacking start of turn effects slows down the game a lot before attacking or after killing all targets. Not a big issue but it might run into scaling issues with your plans for endless mode or just a longer game in general. (Browser, Firefox)
  • Hunts would do better if you could give chase. As it stands they're not really a dilemma and more of a stat check. Either you can beat them and you get free stuff or you can't.  There'd be a lot more decisionmaking if it was more about how much damage one can afford to take chasing after them. What might also help is more "power-now" followers with drawbacks for the lategame. That niche could definitely broaden the possible strategies a lot.

In online play, it's actually every single upon death effect that doesn't trigger.

A little bit of feedback, hope it helps:

  • If there's a way to shorten the animation between floors, I missed it.
  • Multiattacks provide too little feedback, it was really hard to see if they stack or not.
  • Also found a bug when summoning too many units (2x start of turn effect + the dog thingy + 3 units with tentacles) your units just vanish and attack from off--screen.

I've very much enjoyed playing this and hopefully I'll come back ta bunch o enjoy it plenty more.

Sweet game, just a really chill implementation of the genre.

As for feedback, I can't really make good use of the laser. The upgrades only buffing damage is impractical and doesn't help. Lower cooldown or multiple beams would definitely feel better. The stunlock needs to be much shorter or have some other offset so you don't get surrounded or worse, killed when using it.

Good job, looking forwards to see where this goes.

Good work! Here's some quick feedback from my first impression, but do note I didn't get to see nearly all there is:

  • A button to reset the save would be appreciated, especially for experimenting.
  • My ADHD-wrecked brain demands a speedup slider.
  • Consider increasing base health. You can absorb, on average, 10 attacks. So if 4 units arrive, your base is toast even if you kill 1 enemy per attack cycle.
  • By making units retarget when new enemies arrive, you can also protect the base a bit and make its HP a strategic resource you can reliably use rather than merely a buffer in case 1 or 2 enemies slip through.
  • Consider having fewer levels with more radical changes and instead different difficulties for each level to have the same amount of effective levels. That way progression feels more noticeable.
  • High tier units need some buffs. Having 2 units is effectively quadruple the strength to 2. HP get multiplied by more than 2 (since enemies might waste damage) and attack by a bit less than 2 (since attack drops when the first of the two is killed). Meaning 2 boars are just better than a bear, and a rat is just a cheaper boar.
  • Meteor Storm is significantly superior to the other two spells, killing 2, 3, or even 4 waves of enemies. And those who don't die are so low, they stand no chance against your units. The other 2 spells beat 1 or 2 waves with heavy support from your own units.
  • Being able to cast your spell only once per level, on top of only a limited number of enemies spawns coming at a very steady, unvaried pace gives the game less of a strategy and more of a puzzle feel.

lmao, year 33+ is something else. I had a dominating team ongoing, and then suicide bombers just teleported into my army and every round thereafter was instant GG

Row 1: shielded & buffed Succubus

Row 2: Lv3 Bard + Lv3 Bone Book

Row 3: Nurse + shielded Big Boned

Sweet little game.

I like this, enough to give it a numbers crunch:

  • Most unique augments are unfortunately too weak. The starting values are all just so low that you'd get more from a random silver upgrade. I'd argue some actually become downgrades as they dillute the pool with bad upgrades that only even draw even on their investment by the time the game is over.
  • Accuracy has a very extreme curve of usefulness. The initial 30% greatly increase DPS, the last 30% barely do anything.
  • The legendary accuracy upgrade is gimmicky. The maximum you can get is 45%, and even that is just barely 1.5x a gold upgrade. And even a flat 60% wouldn't be the world due to the diminishing returns on accuracy.
  • The legendary attack speed upgrade is gimmicky in the other way. You deal x1.5 damage. Initially the upgrade is worth less than a gold upgrade, but with enough attack speed it's the single best upgrade by far.
  • Armor shred - outclassed by Assassin in 3 separate ways: doesn't increase damage for the 1st hit, requires more upgrades, and has no secondary benefit.
  • Blue Fire - The scaling is way off. The first few upgrades do barely anything. Going from every other to every flame doubles its damage. Before that upgrade it's literally worse than just picking damage upgrades. Should max out at every 4th or 5th flame but the damage scaling should easily be 10x.
  • Multicast - bad feedback, are the flames glitched into each other?
  • Magma puddles - initially weak, but cubic scaling. Ignores armor. Scales with size, duration, and damage.
  • Freeze - too low chance to be good initially but quickly becomes a monster. The slow becomes 99% with just 8 gold upgrades that also give HP. Absolutely turns you immortal in the lategame. I recommend the slow affect speed as speed / (1 + slow) and the initial chance go up a little bit. Also glitched, as some enemies in the lategame randomly do not seem to get slowed.
  • Vampire - Healing for free is already really good. The initial value is actually good, just simply because there is no other healing. Scales absolutely bonkers to turn you immortal. I'd absolutely tune down the scaling, and also offer more alternative healing, e.g. a slow regeneration.
  • Lightning, Barrage, Assasin, and Orbits look pretty good, although all of them need to have their base damage improved.

I know doing the numbers balance can be a chore so I hope this helps.

On second glance, the memory leak just seems to be very situational garbage collection. The RAM usage goes up to about 1.5 GB over the course of a dungeon, but apparently gets cleared if RAM runs out. Plus it's definitely cleared at the end of the dungeon. So all good there.

For everything else, I'll try my best to give some productive playtest feedback:

Witch Doctor's mind control ability should definitely be limited in the amount of uses. Everything else feels fine about it. I've noticed that about 3 uses is the break point where you actually run out sometimes, but not all the time. However 4 uses makes it hard to run out and 1 use would make the ability worthless to upgrade. So my recommendation would be to keep 2 uses, and instead of increasing the amount of uses, that upgrade could increase the range (since range is not that strong if you only have 2 uses anyway).

The Priest's extra turn eliminates Recovery, that alone makes it an incredible support ability. You can even chain it on consecutive turns (if you skip your Priest's extra turn), basically eliminating its downsides. The rest of the Priest kit is very meh though. The lightning attack is by far the coolest attack if it hits, but sucks in practice since it's just too easy for the enemy to make it hit yourself.

Mercenary's secondary abilities are meh. The bomb is just a basic attack with limited uses and the net is an average CC option. But its main attack is the gold standard if you ask me. Would be cool to see other characters with a reliable primary.

Barbarian is probably the strongest character in the game. A limited use instant 2-damage attack is better than most primaries. It should probably be more limited in range & uses. The grapple is great, since you can move enemies 2 tiles in an unorthodox way, but not broken. The part that makes it really strong is eliminating recovery. Here's a suggestion for an alternative: whenever the Barbarian kills a unit, it heals 1hp.

As for the base attacks: maybe I'm simply too obsessed with them because I try to take as little damage as possible and they become a lot better if you accept that you'll take damage here and there. I definitely like the underlying tactical idea though and once there's only 2-3 enemies left, they're pretty enjoyable. More enemies means that there's always someone in range to thwart you, with multiple abilities that can mess you up in different ways. Especially the AOE attacks suffer since it's actually really easy for the enemy to make them hit yourself. On most characters it also generally feels like I'm  just 1 upgrade down to make good use of them. Either the damage, or the movespeed, or the utility of the attack is lacking, and that's also while not having upgraded any of the secondary abilities.

I'll hopefully get to play the game a bit more some of these days, and maybe get to pay some attention to how strong each character's primary really is when making best use of it.

That's indeed a nifty place for the ultimate description, and I absolutely love how it updates damage. Some more things I've noticed while reading through there though:

  • The movement reduction from Cane of the Ancient only shows up in the detailed view, but in the quick view it does not show the speed being halved.
  • The Burn/Freeze/Shock passives from wands should probably also show up in the passives tab.
  • Some artefacts (e.g. Poison Vial) don't have their passives shown either.

And just as an inspiration, you could also track lifetime damage, healing, and ultimates fired, as well as lifetime CC inflicted. Don't overwork yourself though with all those awesome updates you keep coming.

The Guide section doesn't include the mana reduction for Shocked, and the ultimates section is also missing.

This is a lovely game that managed to enthrall me for multiple hours. It's very fun to experiment with different character combos and upgrades and see what works best for each dungeon.

I've also apparently found some memory leak-ish behaviour, over the time of a dungeon the RAM usage drastically increases (Firefox on Linux). Only at the end of a dungeon it's cleared.

As far as gameplay is concerned, there's really only 2 issues:

1) Mind control is too strong. 3 Witch Doctors with +1 speed and mind control upgrades are basically invulnerable. Meanwhile the most damage I ever took in a turn was when a Mind Flayer mind controlled my Mercenary from a mile away with no counterplay.

2) Most main attacks are too weak. The delay hurts too bad until only 1 or 2 enemies are left. Even the "strongest" ones like an upgraded Wizard's or Priest's are actually just as likely to hurt your own units as the enemy due to all the control available. It's much more efficient to use other moves to make enemies hit one another or drop into traps. So most of them need a little more oomph or utility at a baseline or on an upgrade to grant more incentives to use them.


I like the difficulty scaling. It's fun to get more upgrades in a harder game (and honestly, I'd love to see even longer dungeons).

Some of my favourite characters were the Barbarian with its great crowd control, an attack without delay and the ability to skip Recovery; the Priest with the potentially massive lightning AOE and an amazing support ability; and the Mercenary with the only main attack that doesn't have a delay.

Love the update. Healthbars & menu are great.

Exit button doesn't work on web version though. I was expecting it to take me back to the main menu.

Also since you mentioned criticals, I do miss a mention of them in the guide section.

Art & Music get a 10/10

  • Once ingame, I found no way to access the menu again
  • First shop should always contain a dwarf
  • Would be nice to see which part of a dwarf's stats stems from items and which are base stats

Also I think the lategame could become a lot more fun if it wasn't all about comparing item stats. Would be cool if one could pay to upgrade the shop to have a better chance at getting high rarity items, and also if higher rarity items were guaranteed to have a significantly better stat total.

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This game has a lot of potential given it's already this good with this little content.

My biggest issue is that accidentally placing villagers in an empty spot opens the building menu, which completely disrupts the gameflow and is pretty much the main reason for loosing.

Edit: also there's a this annoying feature where target selection happens before attacking, so you gang up on 2 enemies with 8 archers and 5 of them don't attack.

Going solo with half the time on your first jam? Mad creds, man!

Have you considered a career as a professional game & sound designer yet?

You would probably benefit from putting some explanation about the game somewhere. What's the goal of playing and what was your idea for the game?

This is a great puzzle game and if I didn't know better, I'd say it took a lot more than 48 hours to make.

This is a chill game with some really cool art.

Cute little game and a cool take on the theme.


You really hit a good spot to challenge but not frustrate with this game.

A great game, with awesome sound design on top of that.

Rolling for stats is the worst! Great take on it :D

So I actually have a question about that... isn't it actually an upside? If you put the book on a damage dealer, you take longer to kill the enemies => you have more time to gain stats => you become way stronger

And in a boss fight you just remove the book and enjoy the carnage.

I like this, it's very entertaining and combines multiple unique challenges.

I've noticed that you're missing a menu button and a pause shortcut, and a small upgrade for the UI to display and explain more information would be nice.

The gameplay loop is really solid though and really the only missing feature I can think about is setting a custom item priority for individual units (so your tanks won't drop their shields for coins).

I skipped over this gem far too long thinking it was just another inventory management game. But this game is amazing!

The one thing I'd like improved is negative connectivity. My most promising runs all ended because I disabled my carry item either directly or by breaking mana connectivity. Those were some real tilters.

v0.3 LET'S GO!!

And if you wanna snipe my goal... currently trying to make the Knife Thrower work.

Tihihi. You can try doing it in less than 29 attempts. You can see the comp here.

  • Banker - I rush this early for as much gold. Need a first position to buy the Poisoner a turn and it has great base stats
  • Poisoner - super important early-mid carry, softens up targets for Chaos later. Should be 3rd Tier3
  • Chaos - the true carry, rush Tier3 asap after having a Poisoner, Banker & Crossbow Man
  • Long Crossbow Man - mostly an early game carry and least important Tier3 (other than Banker)
  • Sniper - the second carry. It has the highest single target damage in the game and is a must to beat frontliners. Rush Tier3 after getting chaos

I just beat the game without a single buff on any of my units in PvP mode:

And man was that hard. It took me 29 tries.

11. includes self buff or are Round Warrior, etc. allowed?

And, because I feel really motivated at the moment here's Balance Commentary part 3. Please excuse any negativity, since I'm mostly mentioning the weaker units. The game won't be any less awesome because of them. So I hope everyone gets to enjoy post 3, featuring:

Assassin - This unit is almost too good. It completely circumvents the frontline AND hits 2 units. The only downside is when it dies, and the enemy backline doesn't. And maybe its low base HP.

Verdict: one of the top units in the game. IF you want to nerf it, maybe give it the Knife Thrower's ability instead.

Poisoner - Another top unit in my opinion. It cleans up the backline squishies safely from the 2nd row. It also doesn't need attack buffs.

Verdict: another top unit. IF you want to nerf it, either reduce its range (that's less of a nerf than it sounds like, I play it in the 1st row a lot) or make it simply hit everyone for 2, without attacking normally.

Monster - Some people say that it's S-tier, I personally think that it's mostly fine. The attack is halved and the targets are random. Other units are somewhat more reliable.

Verdict: I think it's okay, but as a nerf reducing the amount of attacks to 4 is an easy option without a massive impact.

Shadow - An incredibly strong unit. Most of the time, it will oneshot the 3 units in the back. Makes for an amazing carry, more so because the Assassin is similarly amazing.

Verdict: nerfing this directly is really hard. A rework would be a better idea. I'd simply rework the Assassin to be weaker, leaving the Shadow nerfed as a result.

Knife Thrower - On paper, this unit isn't even that bad. You likely kill a Tier3 tank unit and the Knife Thrower needs no investments. In practice, the Assassin is just so much better. Why would you leave the Assassins unbuffed? Either you buff the Assassins and then downgrade them, or you're gathering terribly weak Tier2 units and die before you get the Knife Thrower.

Short Verdict: bad unit, needs rework

Long Verdict: one buff would be to remove the damage to itself, and reduce the bonus damage to say 50 or 100. I'd also swap it with the Monster, since the Monster is a unit that wants buff, just like the Assassin. Meanwhile the Knife Thrower is a unit that DOESN'T want buffs, just like the Poisoner.

There's also another option: this unit is meant to be a counter against strong frontliners. It's whack to gather a counter that's a Tier3 unit, and would have a better find in a Tier2 unit. So one option would be to switch it with the Assassin, or even give it its own unit branch. As a Tier1 unit, it might deal 10 damage to the target and itself. As a Tier2 unit, it might deal an additional 50 damage to the target and itself. Maybe there's a Tier2 variant that deals an extra 20 to the target, but not itself. There's a lot of things that can happen here.

Living Weapon - This unit is a lot weaker than the Armory. At the point where you get it, the front unit likely already has a lot of attack. I'd much rather spread my attack out a bit more, especially with ranged units the frontline profits from that anyway.

Verdict: there's a niche for this, the buff value should probably be the same as the Armory's though.

Weapon Limbs - This unit doesn't suffer the drawbacks of Living Weapon, because it triggers when shopping. That means that you can reposition your units to specifically get the buff on the target you want.

Verdict: don't think this is like the Living Weapon. This one needs to gain less stats the the Furnace. I repeat: do not buff.

Berserker - You get +8 stats once. That should tell you how bad this unit is.

Verdict: must be buffed. For example, it could temporarily gain +8 attack each time it attacks. Or it could gain +3 attack each round.

Shield Knight - To be better than the Berserker, this unit must be hit 9 times. It's just as bad.

Verdict: must be buffed. For example, it could be immune during the first round of combat, or it could prevent attacks against the backline, taking the damage in their stead.

A Shield? - This unit is hard to rate. It counters certain units in the game, but overall I don't think it's too good. One of the issues is that it's both a front and backline unit (you want it in the backline, to grant its buff as long as possible, but you probably buffed the Shield Knights with lots of HP). This would be a great unit if you know what you'll be fighting against, but so far I consider it bad.

Verdict: must be buffed. I like the "invulnerable during the 1st round" idea here as well. Maybe it could extend it to the entire army. Similar with the taking damage in their stead thing. I think the issue is that most backline targeting units (other than the Fire Mage) just oneshot their targets, and 5 less damage won't help.

Tower Knight - This is the HP equivalent to attacking 2 enemies. So technically speaking that would mean it follows more of a Tier2 curve. It is a fairly strong unit anyway, however I would never get it as its ancestor is just too bad. Offense still reigns supreme.

Verdict: what this unit needs is a buff to the Shield Knight. This also makes me think that maybe the Shield Knight could take half damage and the Tower Knight only 1/3rd? Or possibly both take half damage, but the Shield Knight only from the frontline.

Barbarian - This one is a really cool unit. It is the only unit in the game that deals double damage against the frontline (also a thing that the Berserker could get). It also gets extra attacks against backline attackers.

Verdict: cool unit and in a great place

Ogre - The strongest lategame unit in the game. It obliterates almost every teamcomp with a single attack if it's buffed sufficiently. The only way to win against an Ogre is to have a unit yourself that can solo the Ogre's army. Speaking thusly, it might actually make sense that the Berserker is this weak, simply to balance out the Ogre.

Verdict: this unit is very hard to balance. Honestly speaking, nerfing it will probably leave it weaker than the other multiattack units (unless you do something like reduce the damage to 40% of its attack). Maybe also give it a drawback like taking double damage. Alternatively, it could deal double damage and any excess damage carries over to the next unit.

Final option would be to nerf all multiattack units. In that case, maybe the Ogre would hit the first 3 units. A nerf isn't mandatory either; so far it still requires a lot of investment to get the Ogre rolling and at that point every other teamcomp I got also steamrolled almost everything. Might be best to just see how good it is in the future.

Balance Commentary Post 2 incoming. Please excuse any negativity, since I'm mostly mentioning the weaker units. The game won't be any less awesome because of them. So I hope everyone gets to enjoy post 2, featuring:

Bards - I like every single Bard unit, they all have a decent spot for themselves. I could see using each of them in some set of circumstances.

Verdict: fun & balanced

Super Cleric/Healer - I think they're generally weaker than the Scholar branch. Obviously the HP are better on the frontliner, but it is possible to focus the Scholar a bit more by leaving it in the barracks. I think the Healer's thing is more that you can leave it in the Army, where it won't be doing much because it lacks range.

Verdict: overall a good unit, would benefit from having 2 range like the Scholars.

Necromancer - I've said many times before, that buffs are better on the units that need them. The Necromancer doesn't need them. Worse yet, it grants itself a measly 5 HP per attack. Chances are it gets hit before even getting 30HP for itself. At that point, the Super Cleric would've done more. The range doesn't help much either, since the Healer never had any to begin with.

Verdict: this unit needs a rework, or a massive buff. @TheRealAskz proposed reviving units on 1 HP once, which I like. Or maybe increase the buff value to +10+10 (that's in line with the Tambourinist btw.).

Long Thrower - Another unit that suffers the 5-range issue. At the point where you get it, you're already overkilling the enemy frontline, and you're also opening up the 2-range slot in your army. The Sprinkler is just always the better option.

Verdict: it still provides an alternative niche, but it should probably get a damage boost or more reliable piercing effect. E.g. make it attack the 2nd unit if the 1st unit is already dead.

Spiked Shield - So instead of dealing its attack to the squishier and more dangerous 2nd and 3rd units, it deals up to 25 bonus damage to the front unit. That's just terrible. E.g. the Barbarian attacks the attacking unit back. The Spiked Shield is much, much worse than that. I guess its purpose is to melt the frontline, but it is terrible at it. Hitting the backline is just always better, unless it's a 1-unit team. But it's even worse against those.

Verdict: this requires heavy buffing. At the very least it should retaliate equal it its attack or half its HP. You could also increase the amount to 20. Or, if you want it to be really unique: return half the damage to the sender (shouldn't reduce the damage it takes though, otherwise it's just a better Tower Knight)

Fire Mage - This might be the first unit I mention because it is really good. It's just amazing at clearing out the squishy backline. With optimal targeting it can sometimes kill 3 units at the start of combat.

Verdict: I would still leave it as is though, since it's a great enabler of low-buff teams.

Entropy Mage - In general terms, this unit is weaker than the Fire Mage, but I think it has a wonderful niche for itself in which it excels. The unfortunate part is that it looses its damage as it gets hit, so it can be unreliable at times.

Verdict: it's in a decent spot. It doesn't need buffs if AOE units overall get nerfed. Otherwise, there's 2 options: either before combat its attack becomes half its HP, or the weaker buff would be that it uses its attack once its HP are too low.

Chaos - I think this is a great unit. Amazing for a team without damage buffs. It deals an average of 50 damage per round, usually targeting better enemies than the frontline. The big part is that because of the nature of its predecessor, it likely has a lot of HP.

Verdict: balanced

Entropy Wizard - This unit suffers from similar issues as the Entropy Mage. It needs a lot of HP to be better than Chaos.

Verdict: should probably not loose damage when it gets hit.

One Man Army - the maximum amount of buffage this guy gets is +8 stats if every other slot is empty. That's pretty weak, especially since it's more likely +6 as other slots are occupied by the units you're gathering to upgrade it. On the other hand, it's extremely cost-effective, and allows you to concentrate fully on upgrading it.

Verdict: I guess it can't be made too strong. Though it could do with a buff like "randomly +1+0 or +0+2"

Round Warrior - What prevents me from simply putting a Healer into my first army slot instead? That's the same amount of HP per turn.  Also this unit itself is a bad recipient for its own buff. Units like the Hoplite or Assassin just make twice as much out of it.

Verdict: the amount of stats this gets is really underwhelming. Should be minimum +0+6.

Three Swords Style - This suffers all the same downsides as the One Man Army. The max stats i grants are +24. The one thing keeping it afloat are the One Man Army's stats. I guess at least you can just slam items onto it like crazy?

Six Armed Demon - The amount of buffs is dissatisfying. Just like the Three Swords Style, it mostly gets carried by its Tier2 unit. It then makes for a decent frontline unit while you start collecting a backline.

Double Verdict: these 2 units are mostly being hampered by the concept. They can't be too strong, otherwise you'd have a braindead strategy. I think it's fun to have a meme strat or two though, so they're fine as they come. Alternatively, one of them could diverge from the theme and gain a completely different ability, that gives it a power multiplier - like double attack or damage reduction.

Beetle Guard - you upgrade a unit that gets the same HP as the Healer grants, but only on itself to a unit that gets LESS HP than the Super Healer grants, but only on itself.

Verdict: both Beetle Guard and Round Warrior need to gain WAY more stats. I'd give this one at least double of what it receives at the moment.

Mush Knight - This is the sole reason I'd build round warriors for. If you're lucky, you can end up with a bunch of 1-attack enemies. Unfortunately it gets slaughtered by high attack units.

Verdict: The attack reduction needs to be a % value rather than a flat value. The greatest danger to this unit are high attack units after all. Alternatively, it could be reworked to reduce the enemy maximum damage. E.g. after their first attack, the enemy's attack is reduced to 50 if it is higher. Then to 45, then to 40, etc.