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(+1)

Dying 100 times actually is suprisingly a huge PITA to achieve, even if I choose a character with 1 health and 1 defense, he manages like 3 level ups (which i have to click away, cant we have an "automatically dismiss level up" option?) before he dies.
and that 100 times?

might not have the patience for it.

that aside, one can almost infinitely farm coins once you made it to a certain point in a run where you can sit still and the boss dies faster than he can depelete your health, so you can jsut sit there and nothing manages to kill you anymore.
but that takes like 50 minutes to reach that point more or less.

(+1)

Thank you for the feedback. Good point with the dying. It is due to minor change in my code where the player heals to full health on level up, instead of retaining their health... which makes things a little bit easier... Also, 100 deaths is a bit much for an alpha, so it will be changed in the future.

About the never-ending farming, thats a result of me not having an actual "death/game over condition"... It used to be that the Shadow Elks basically came in and one-shot you... Then i started a balancing pass and downgraded them.

My intention is to develop a system where the final wave becomes a loop that just gets harder and harder...

about the die 100 times, im fixing it in the next update and changing it to something that feels more "fun" to do. Nobody likes to just die for the sake of dying to unlock a class. 

Thank you for your feedback, it means a lot! Keep it coming, I appreciate it! :)

(+1)

yeah, in a run when you encounter the shadow elks for the first time the normal mobs already could one shot me.
but after avodiing them for a while (and I mean lik 20 or more minutes) with each level up and byuing more and mroe attack, defense, etc.
you first become strong enough to handle the normal elsk easily.

and after way more grinding, you are strong enough to idle kill even bosses.

but that takes reaching like 60+ minutes into the game.

I dont mind it, its cool.

but even if you grind there 100k money, it shockingly isnt remotely enough to buy all permanent upgrades :-)

(+1)

Yeah the pricing on the upgrades is scaling upwards a little bit fast, making some of the final upgrades unreasonably expensive... thankfully, those are numbers i can easily tweak... None of the upgrade prices at the moment are "final" as i continue to tweak the numbers and find the proper balance.
Currently, chests do not scale with difficulty/waves either, so they are most effective early game, and pointless later... I want to implement a system where if you grab a chest and there's less than X chests on the map, the system spawns another... so you are always encouraged to move around the map and explore for chests and powerups.