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(+1)

Overall I really like this one! I just have one minor concern: since the special rules for enemy spawning seem to be incompatible with the regular wave generation rules and place enemies based on unit count instead of point cost, I'm not sure how to determine which specific enemies would appear.

First off thanks for the feedback. And second off...
Agreed, I totally passed over it before sending it, and when I playtested it made for a weird mission where it'd be super hard at the beginning with 4 spawn points and then later on becomes much (maybe even too much) easier as the objectives are getting cleared.

So if I had to correct it, I'd make it so that the main enemy forces follow the classic rules for Wave generation, with objectives serving as starting point for the Sentries, and the "spawn" mechanic would be either limited to have a specific enemy unit OR be reworked to be more inline with the forest/tree spreading mechanic instead.

In my tests, I was using ghostly undead so I determined the only unit that can spawn are the basic ghosts horde, which makes for an easily-dispatchable unit, but in numbers they can still increase the difficult ; and instead of always spawning, it was only when heroes were within 6" and instead of the 1d3, 3, 1d3+3 unit (which was hilariously difficult), it's 1, 1d3 and 3.

So all in all, a couple mistakes I only saw after posting it, but I'll be testing it out again next week to see if my corrections make it more playable (my point is that whatever happens with the Mission Jam, I want the mission to be playable for both new and experimented players).