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Thanks for the feedback! 

And yes there is, just as that video points out, I did a poor job showing things. While the "hero" keeps leveling up, I put a cap on their stats. Their damage will keep going up, but their attack rate and "bounces" are capped. Attack rate is capped to 5 shots per second and bounces to 2. And their damage only goes up 1 per level, which you can outpace pretty easy with upgrades. And once the hero levels up, it takes twice as long for them to level up again, so they really slow down in power as the game goes.  Even with multiple "heroes", you can eventually overwhelm them no matter what. I really only tested up to 3 "heros", but I imagine you could keep going and keep wining. You know, until you break the game by the amount of stuff that spawns haha.

I plan to put out just a small update by the end of tomorrow to just show things better. And if I have the time maybe add in some features ;) This game wasn't meant to scale and be expanded on much, so adding things is a bit hectic to say the least. But hey, if the engagement keeps coming, I will happily start from scratch and make something much cooler! 

(+1)

Nice update! Depending on how much more you want to work on it, I would be happy to keep providing feedback.  

The current loop is fun but solvable, given there's no time constraint stopping the player from upping only MP Gen until you can earn more than you can even spend on any upgrades. I'm sure you already know that and I think the prototype doesn't need to address it to meet its purpose. I would be interested to hear from you in which directions you would expand it, if you were to do so!

I am thinking I will sink a decent amount of time into it. I am enjoying the process, and that's what really matters since I don't really intend to become a full time game dev, as much as I would like that. I have a family and need a dependable income! 

I am planning to put some more work into this version and make it more fleshed out. Main menu, better UI, etc, etc. But I am a bit torn on a few things for now...one thing I have already done is change the game up to be more like keep away for XP. When the hero kills a monster, they drop XP. If the hero collects it, they get it, duh, but if you keep them away from it for a period of time by toggling wave directions and what not, you get it. 

And then that's where I am torn. I want to move away from MP being like everything and do maybe more of a monster upgrade/ more monster types/MP upgrade selection system when you level up, give it that progression feel that way. But still allow monster spawns with MP and maybe allow for an MP -> Exchange to give the player some ability to gain guaranteed XP. Lots of thoughts floating around haha. But keep an eye out for an updated version of this game on Itch! Once I get a decent vertical slice of the full game I can work to flesh it out with more heros, attacks, monsters, effects, etc. And maybe if I am still enjoying the process make a steam release at a super low price point.