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(3 edits) (+1)

I gave this a try. The pixel art looks great, and it appears like its going to be a neat async auto battler, but I definitely had some issues.
Like others mentioned I don't know how to play and its not behaving exactly how other turned based games do so it was hard to pick up. 
I didn't really feel like I had enough interesting decisions when buying units as compared to other games in this genre like super auto pets. My first shop phase, I didn't think I could make any decisions. 

The main thing that intrigues me is its not an auto battler, and I don't know if I ever seen that before? I'm not sure how I feel about it, the idea that this ghost army is just AI driven, but my army isn't seems so odd, but maybe that's fine? I wonder if some of the problems would be solved if you just let it be an auto battler, and maybe it would be more satisfying and streamlined to just watch your army do its thing on its own? 
I think the visual appeal is on the right track, but I'd like to see the the core loop more fleshed out and explained. 

Thanks for giving it a try and for the feedback! It's great to hear you like the pixel art.

I understand your point about the game being hard to pick up, and you're right, it doesn't behave like a typical auto battler. I've been working on making the decision-making process more interesting. The last patch introduced a new system for unit upgrades that you can choose yourself, which is the first step toward adding more meaningful decisions. In the future, I plan to add passive perks and active skills to units to give the game more depth.

You're right that a lack of clarity is a major issue, and my next updates will focus on making the game more comprehensive and easier to understand.

Your observation about the combat is interesting. The core idea has always been to have a manual battler rather than an auto battler. However, the idea of a separate mode where both armies are AI-controlled is a great suggestion. I might explore that in the future. Thanks for the idea!