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thanks so much for playing pardner, and for this super detailed write-up. i think your assessments are pretty good and similar to how i feel about the state of the balance of the game. once the full game is out all the balance is going to get upended because of synergies and the fact that getting a specific job will be much less reliable, but that does mean that i don’t put a lot of effort into balancing the demo, to be honest. interestingly a lot of people have very different opinions about medic (and promotions), some people think they are super weak, and others think they’re OP. i think the truth is somewhere in the middle and also depends a lot on how you use them and general playstyle.

thanks again, glad you enjoy the game. looking forward to your thoughts on the final product!

(+1)

No problem pardner!

One of the things I noticed when playing the game was that the archers were very tricky to deal with since it was hard to determine who they would hit, not sure if it's intentionally tricky or not. Which is partially the reason why I went metal cactus, lower health units could easily get whittled down unexpectedly and cause me to lose too many units at the start. Also, using the metal cactuses was kind of "brute forcing" through many of the enemies since they give such high stats compared to other classes, one of the hardest things to balance in these kinds of games is making it so the gimmicks are viable as well as making the more stat based units viable.

That's all I got to say pardner see ya!