Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Well, Charge is dead now. It seems like enemy crit is bugged and values above 100% causes them to get obscenely strong. I've seen comps randomly go infinite on both shielding and regen without having an actual proper charge core, with values of like 2500% crit that seems to maybe be affecting charge durations too, or something? It was weird. Either way, since the enemies are still gaining most their power from just constant flat number gain. And we as players were made a lot weaker this patch. It's very very difficult to keep your damage high enough to keep up with health scaling (not to mention enemies that will hit you for 50k 1s into the fight, which you can't "beat" with charge spam anymore. I had 15 million shield on Wave 38, but still died to physical damage on Wave 40 because I just got oneshot before I had time to build up shield (got one cast of 24k off at 1.0s, but the enemy also hit me at 1.0s and that resolved first, so I just instantly died)

Hey @Skeppartorsk!

Crit does have a special behavior when over 100%, the extra percentage get converted into extra damage. So 140% crit with 100 power is 200 + 40 damage. I can write some tests to confirm this is indeed happening.

This weekend I intend to add some unlockables and new achievements, so eventually ending a run in infinite mode should feel less frustating. Currently we have about ~60 units, so having a larger roster of ~100 should make the experience more variable too.

Charge units were indeed nerfed, with their cooldowns increased and the amount per level reduced to 0.5. At max rank (platinum), they can apply 2s of charge, so building them up can be rewarding.

I'm still looking for a proper "formula" to generate balanced units, I do have some ideas to that - but for now things the existing units are mostly experimental.

(3 edits)

Well, not sure if intended or not. But if you use the force upgrade option. You can upgrade charge units indefinitely. Inquisitor + Sand of Time or w/e the row charger is called can still make a full infinite loop. You put Core - Sand - Inquisitor and upgrade Inquisitor's  charge to 3.5s and Sand to whatever CD you've used "improve damage" to reduce inquisitor to. They then full infinite and also infinite the core (or whatever your third unit on that row is) Ideally the growth core or the charge column core if you need two more infinite units for...something. Then you could put that regen charge right unit on that row to spread it even further, I guess? But at least you really have to work for your charge engine now. You don't just get whole infinite board for free by like turn 5-8.

Mirror of Eternity or w/e the +10 Top shield unit is called is also pretty much an auto-include in anything that isn't using +x*. Since you can just upgrade that infinitely. I think +120 is the highest I've had it. But that was last patch, this patch you need too many upgrades elsewhere (charge). I think just by design the "Any" triggers are way too strong. Same goes for the regen tree dude with +1* on Any. Even with me using it to share power to my poison unit every time I got the option. It still ended up around 15-20k regen.

The share power thing is completely broken currently. It drops the power of the unit you use it on to 0 and give seemingly 50% of the base value of the unit you use it on to the other two. I used it on a 500-something unit and it gave +7 to the other two units and set itself to 0. The other one, where one unit gains 25% of the other two units on the row still works as intended though.

Edit: Made it to 47. Every single loss was to poison counters one-tapping me with no counterplay. The crit interaction is so OP though. I had the Any +x crit regen dude with +45 crit to 9 random allies. So my Inquisitor was infinite hitting for around half a million per hit (which still can't get you to level 50). I also had several millions of shield and Regen ticks in the 50k range. Doesn't matter though since 19k base poison being applied to you via reactions will just instantly kill you. The weird thing is when your enemy has poison < regen their damage from poison doesn't show up in the after fight report. But it does still move your health bar and can still kill you.

Edit2: If you use something like "improve heal" +10% crit. Then gain +crit during combat. The +10% "permanent" crit gets deleted at the end of that combat. Also got to Wave 51, scaling around 50 gets completely cursed. Base values go from like 20k to 220k in I think like a few waves. I had a 98k poison reactor one-tap me. Then at level 51 a  Shadow Assassin with 260% crit chance clapped me for over half a million about 1s into the fight. Even my obscene amounts of shielding can't deal with that.

thanks a lot, I'm going to check those issues. I agree that the any reactions are waaay too OP and trivialize formations. the only ones that should remain are for cores (so that the user can have some liberty on the types involved), but that should be it.
this weekend I spent the whole time creating the multi language tutorial, so unlockables are still on the table.

Another idea that I had is replacing the "add random reaction" orb with a set of predefined powers, like increasing the core health every x heal/regen casts, or other unique powers like that. it should help making the crystals tankier (we still have an exponential curve to beat, but I'm curious to see what players can come up with!)

I think long term you probably need to just build some way of scaling core HP into the base of the core, something along the lines of +x* core health on <insert thing that is the identity of that core>. And completely make away with the flat +hp option on wave complete. Because currently you just pick HP early game to keep up with early stat checks. Then after that you get your core to 1.0s then you only pick hp after that. There really isn't much actual choice in that screen. So if the HP went away and just became a core mechanic of each core. Then it would probably help open up that design space to actually allow for some choices.

I think for me something more or less ideal would be if that screen always had "decrease cooldown". Then the other two would normally be 2 randomly selected reactions that you can add to your core (as in you get two randomly rolled ones, but you see what you get before you pick one), then a small chance for one of the 2 "reactions slots" to instead be a "upgrade core" option. That would lead to some actually interesting (and skill based) choices.

Random reaction in its current implementation  is kind of problematic. Since 99% of the time any reaction you add that give shielding/healing/regen will just kill yourself faster against enemy poison reactions. So I personally never pick it, because any power it gives is so far outdone by how much it is 100% going to kill you later.

Also on the "improve x" option between waves. The increase power one needs to be rebalanced to something like +10% damage instead. Because when two options are multiplicative and one is additive. The latter will becomes useless by wave 2 normally. Adding +10% crit to a 120k power units is quite impactful, adding +10 damage is not. Same with the "sacrifice effect for power". That is never useful, +10 flat power is never stronger than whatever it ends up removing, and the gains are so small that something like picking gain random reaction -> sacrifice reaction, on repeat, won't ever be useful. Because it's just way too slow. So those two are basically "dead buttons" at this point.

I'm still not 100% sure on this. But it feels like fatigue damage is flat, rather than % of hp? Either way, fatigue starts way too soon and when you have 1k hp to your opponents 500k hp. It's not exactly fair. I've realized that some of the deaths I thought were to random poison ticks were actually just due to fatigue starting way faster than most builds could feasibly chew through 5m hp + shielding + healing + regen. And since it hits you super hard and basically doesn't seem to impact the opponent at all. It feels pretty unfair. Not like there's a counter to being one-tapped by fatigue when the fight has pretty much just started.

You are correct, fatigue damage is flat and increases exponentially. After 30s of timeout damage it will deal Infinite damage to both players (that will make you win, as it favors the player on draws). I think that increasing the timeout timer a bit will be good to give more room for units to scale and build up power, poison, regen.

I'm thinking about a revamped crystal upgrade screen, where you have sort of a skill tree to "awaken" perks. That should allow making the crystal feel more unique, as currently they are just regular units that can't be discarded.

The default game speed is actually 2x, as I'm still testing in which speed the game "feels" better.

At least with the current charge meta the game speed is so high it's effectively impossible to tell what is happening. Also the particle effects/beams/whatever you want to call them will usually completely block everything to the point where I'm really just looking at beams. Normally can't even see the fatigue timer as it's behind the beamception.

Also there is kind of a duplicate unit currently. There are two different on enemy shield poison units. The snakey looking thing and the fairy dragon looking thing both are the exact same unit but with the latter having slightly higher base values. There was something else I was going to report on, but I've currently got quite the fever, so brain is not braining.

Something making the cores a bit more unique wouldn't be bad. Currently you're more or less running the same board no matter what core you get. Sort of the issue Dooley had at one point where you just went drill and pretended your core didn't exist. But most cores here are strong enough that you actually want to build around it (or they were last patch, maybe not so much this patch). I think with us now having a physical damage charge infinite unit (Inquisitor) Crit core went from one of the better ones to practically useless, since your inquisitor will just do what it does, except better. Growth and Quick are probably the best ones rn. With Growth being the better one due to its insane long term potential. The others are all more or less "meh", but build-aroundable and easily capable of 10 wins obviously. But I feel like 10 wins is so fast that Infinite mode becomes the game.

The Poison core I'd say is probably by far the worst one. Since it's just worse than normal poison units and also to make it do something you need to charge engine it, but your inquisitor is part of the charge engine and will just out-damage it exponentially. I guess it makes your Spellbreaker give permahaste faster/easier than using the charge right regen unit + the lowest cd poison unit for the same thing? And it will perma slow your enemy at the same time. Which to be fair, would be super strong, if you didn't have an infinite charge engine that makes haste pointless, and you die from reactions, which don't care about slows...so yeah, it's basically useless.

(1 edit)

I probably got used to this game speed (as I'm the developer lol), going to tune it down!

One way of making the cores feel more unique would be unlocking skills for them.

For the poison core, some skills could be:

- add active ability: halve the power from the stronger enemy unit

- every 5 slows, increase a poison unit's power by 100

- when you steal power (new ability type I'm thinking to add), gain extra power

other ability types I intend to add, and have the cores interact with them:

- lifesteal

- power transfer (eg. move x power from left unit to right unit)

- on every x, do y (x with being damage/shield/etc)

with the board being a 2d grid we have more options, unlike a normal cardgame that is just a horizontal line

And currently the game is more balanced on the 10 wins, with infinite more serving to let the player enjoy an eventual fun build more :)

This week I will take things slower, as there's a lot IRL things showing up, but I will write down some ideas to code on Saturday.

Edit: Just had an idea. More complex units can be the ones unlocked as the player progresses and learns to play. That avoids having units that are too complex when the player is still learning. Another thing is adding a gold/platinum shop, and have overpowered units only show up there. This way we can make those units more scarce.

The power steal I think at least currently, would probably be one of the only things that can actually counter the oneshots you're getting the losses to. But I also think it would be incredibly overpowered as long as charge is still being too chargey. But that's more a charge issue than anything else.

I've still been having the issue where I most certainly am not dying to fatigue since it happens like 2-3s into the fight and through tonnes of shield, with the shield still being present after I died. It's always with the poison reactors. The post combat will show I took 0 damage from any source, including the poison. But I still just get one-shot. This also happens when regen>poison. At least I think it does, but it's hard to tell since as soon as you win/lose your poison counter goes down by a tonne. So sometimes you'll only see what the actual max poison was for like a single frame. Not sure if it's a bug with the end screen or a bug with poison sometimes dealing damage when it shouldn't. I think it's the latter. Because I've also had my health bar slightly dip earlier in the game when my regen>poison and having shown me as taking 0 poison damage. Though I guess that could also be just the end screen being bugged, at least it's not specific enough to only happen when tick damage is > your max hp. It consistently happens throughout.

Oh and unless it was fixed very recently, Arcane Anomaly is typoed to Arcane Anomally.

If you intend to keep reaction units largely the same as currently. I'd strongly suggest making it so that the enemy cannot ever generate a board with more than 1 counter unit on it. Because then it's still at least vaguely possible to race them and win. When they get 2x "on shield" poison. it's 100% doomed and there is nothing you can do. Shadow Assassin's numbers on the reaction (or their cd) probably still needs to be looked at, same as the any +crit on Spellblade. Both of those can and will deal north of half a million damage almost instantly on certain boards with there being essentially no counterplay. If you get to wave 40 or wave 50 or wave 60 with a good build is pretty much 100% down to RNG on which boards you face, not on how strong your build is. Having obscene amounts of fast shielding is 100% needed or you lose to a lot of things. So then you're just praying for no +all crit boards or poison reactors. Since those are effectively scheduled losses.

(1 edit)

Thanks again for all the insights : )
The thing about reactions to enemy actions is that I believe that it would be a mistake to have a full basic action as a rection. So "on poison, heal", "on shield, damage", has the potential of completely negating the other unit's action if the two units have the same power. We can tune it down by translating the reaction into power gain, as applying poison with 1000 power is very different from gaining 5 power. Most unit's cooldowns should probably be increased - with the other options being reducing the charged amounts. The initial idea in the game was not having enemy reactions at all. Maybe this behavior could be moved into unlocked silver-gold units, and reduce them to just 1 unit per type. I like how the inquisitor works in that regard.

I also noticed that the game is much easier to follow at 1x speed lol (some transitions' speeds need to be adjusted because they were developed with 2x speed, but the game makes much more sense).

As the game is mostly centered about getting 10 wins, I'm fine with "everything is op" in infinite mode for now.

My intention now is creating about 20 new units, 10 silver and 10 gold, to have the player unlock them.

The gold and silver shops allow the player to get an above-average unit earlier, but without much control on the types involved.

Another priority is addressing over-haste, over-slow and over-heal, and these builds are currently underpowered.

EDIT: going to check those poison ticks. We do have logic in place to only consider the difference if we have both regen and poison. I also noticed the poison counter reduce its value when the match is over.