wow, this is new! thanks for reporting, I'll be checking that one out!
Stopsignal
Creator of
Recent community posts
Yeah, it's on purpose! Otherwise being on the sky would be too safe (as just tapping up there would let you win all matches) abd that's boring and static. The idea is to fly aorund and juke them!
I will however add smoke to all units that can fly over you (and not just "powered up" guys") so it's easier to tell! Next update, as i will add some fan characters as well!
I am so happy to finally be able to announce Chicken Joust is out!!!!
I've been grinding for weeks to get this done, and i hope you all like it :)
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The Chicken Jousting Tournament has begun!
Brave warriors and sires from all over the world converge every five years for the small chance of besting the current Champion, and winning the prize!
Are you good enough to become the New Champion?
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https://stopsignal.itch.io/chicken-joust
If you play it, please give feedback!!! :)
Some small bugfixes! Boners no longer receive double stats from Bards, and Blessings no longer bug the damage display of a unit.
Now a unit will shine on the shop if you got one of the same type already bought.
...i actually should have limited it so, if you got a level three unit, the shop unit shouldn't shine (as you can't upgrade the level three unit anymore). Only now i just realized, oops. I'll fix it later, bigfixing that first thing was enough already hahahahah
Hi guys! No changelog because it's a small update! Some small balance changes, made summoning build's curve of power a little bit more normalized (they are a bit weaker early on but with the Rocker and Blessings getting an small buff, they are just as strong in lategame)
Some solo powerhouse units (that weren't being very solo powerhouse) were buffed just a tad!
I think that's all, but my memory might be failing! Most work is in the background in order to make loading different decks possible. That's what happens when you make spaghetti code on purpose because you think you won't ever update the game, hahahaha
Don't worry guys, hahahah, i still work on the game! Progress has slowed down because of burnout and other projects (and work, damn) but it's coming along!
I still plan on bringing this to steam as a complete game!
For now, i've pushed a few changes that were already made, some description and balance changes! Really small stuff so i don't want to make a changelog
What would you suggest to do?
It feels a bit weird, that's true, and it does happen with stats too (when you merge, the one clicked first will have their stats ignored on levelup)
I guesss the idea would be that, if the unit clicked second has no item, the item of the first should be added onto it? But if it has something already, it shouldn't happen?
It feels strange, but it is consistent. If i did the process above, i should also do it with the stats to make it consistent. So the bigger life value and the bigger attack value between both will be chosen for the new merged unit.
Does that feel right? Or it's too confusing? For now it feels bad, but it's consistent and not confusing. That can be changed, of course