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Hi there! It's an awesome game all in all, I finished the whole prestige tree so I pretty much finished the game. 

One thing that the others haven't mentioned is that in super late game (for instance I'm at level 68), it's almost impossible to get mithril because the HP of the dens is even higher than the HP of the wall itself. I think this is a game design error because it's almost impossible to destroy the dens from a certain level upwards which in turn makes it very hard to get mithril consistently. 

That being said, I had to resort to focusing all my upgrades on a single type of unit otherwise the spread of mithril makes it unreliable to fully upgrade everything. 

And, like others said, the runners cannot effectively pick the gems even if they're protected: I have 10 lasers that destroy rocks, I have about 10 turrets maxed out, and the runners themselves are maxed out. Even so, the calamities are triggering so fast that there's barely any runner coming back with a full load. 

What happens is that the calamities themselves are pushing the rocks towards the base and with the amount of gems I have lying around, it's enough so I can get money in but the runners don't appear to be useful enough. 

Again, all in all this is a GREAT game and I hope more people get to enjoy it. I'm really looking forward to the final version and I hope you find this feedback useful :) 

All the best! 

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The Gorilla Arms upgrade is definitely the best thing that happened to the runners :D That upgrade works well, generally... 

It doesn't work when you have your runners buried under a field of gems. The Yeet doesn't throw the gems back if there's too many gems on top of it. 

(Also you can see in this screenshot what I was trying to explain in the first comment - there's no way to beat even a single den at this stage...)


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Yup this is a known problem with Gorilla Arms, that they can be a downside if the thrown gems get blocked by others. But I'm not entirely sure how to fix it yet. I keep increasing its throwing velocity, but I don't want to do something like disabling thrown ore collisions. Checking if runner is buried in ore before throwing is also not an easy solution. The best solution is probably to just prevent situations where the entire field is buried in thousands of gems. At that stage even the mountain's ore sucking system can't upkeep with your production. Will have to tweak that further and hopefully as I mentioned in the comment above, all the new units will also help.

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Man that's just funny that den health outscales the mountain at that stage. Exponential scaling is tough. But yeah the demo kinda ends at lvl 50 and there is no actual refined endless mode yet. Things just keep on going and scaling way too much. For the full release I will try to make endless mode actually "balanced", though it's not gonna be easy with the way the game works. It was never meant to be the kind of incremental game where you keep going indefinitely and the numbers become indecipherably big.

Yeah mithril is only obtainable from RNG dens, even though it's a gating resource. I also don't super like how it tends to be better to focus on one unit, but besides in endless mode where you'll reach max upgrades, I'm not exactly sure how to best encourage players to invest into many units at once. It's an interesting design challenge.

Indeed the poor runners get heavily overwhelmed late game. Hopefully increasing upgrade tiers for all the mechanics you mentioned, plus adding two new retrieval units (Bulldozer and Stonecaller), a few retrieval rituals, and another type of protection unit, will be enough to keep things going in the late game and beyond.

Thanks for the kind words and great feedback!