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(1 edit) (+1)

(note: I already played the gmtk version a month ago)

I like the new features. The skin collection makes sense and is nice to have, although it feels a bit useless right now other than being able to view the different artworks as it has no impact on gameplay. Maybe there could be unique effects associated to each skin?

The new enemy progression tree also adds further depth in the strategy, although it wasn’t clear at first how you’d gain the blood drops (took me quite some time to notice it was at every wave), highlighting it with a feedback could be nice. In its current state, it feels a bit lackluster compared to the talent tree as it’s very linear with few choices or strategy to do and the effects of each upgrade can be a bit unclear.

As to balance, I played in Hardcore mode (not sure of the diffs?) and like Dragon’s Isle Software below, I stopped a bit after wave 50 as enemies’ health was scaling way too much compared to the damages (as it took minutes to clear waves). The VHS God upgrade seems quite op, especially with its 40% evasion.

Also, a small bug when you hover on an upgrade, if the upgrade gives 1 or 3 different stats, the +X texts in the stats ui don’t align properly (it’s fine with upgrades that give 2/4).