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(2 edits) (+1)

Thank you so much for the detailed feedback! This is incredibly helpful.

Based on the received comments, I've prepared a new update that should address the balance and snowballing issues. Now, all players are matched based on their win count, which should create a more level playing field. Additionally, every player will now have at least one ranged unit available in the shop each turn.

To further improve the economy, gold is now awarded based on your win count when you visit the shop. This means rewards and refunds are no longer a factor—it's just pure cash. You'll receive gold regardless of whether you win or retreat from a battle.

I agree that the winning strategy isn't obvious, and I'll be focusing future updates on improving tooltips and onboarding to give players more information. After that, I plan to add passive traits to units to introduce more of a rock-paper-scissors dynamic.

This type of strategic thinking is already somewhat present, as a diverse army composition is preferable to counter different opponents, but I will continue to work on it. Also, you can't just spam one type of unit because the maximum number you can have is limited by your glory.

I also completely agree about the speed-up option. This is one of the most requested features, and I'll try to implement it soon. A downloadable version of the game was also added in the last patch.