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(1 edit)

Yeah, the re-haste core reaction for crit is nuts. I got it twice and it scales up to 480% crit per trigger to 8 units very, very early. I got it twice on my Prot core in the same run.

Also prot core is crazy OP. It being shield is already good, having +5 permanent on top of that is just crazy. You just build a regen+shield board early and let every round go to max fatigue. By round 2 you've already outscaled all possible enemy damage and it only gets worse from there.

Once crit gets fixed to something more manageable. Honestly even with the 1/5th value thing it would still be what I'd stack. Because you still have full infinites. So like your right column will just be column +crit guy, prot core and arcane anomaly. Anomaly+core creates an infinite loop and the crit guy gives 100% crit to both basically instantly and then scales them to the moon with flat +power. Not as badly as right now (i normally end up with like 270,000% crit by the end of a round. Unless the game crashes before then.) But yeah, I'd say as soon as crit is fixed, arcane anomaly and gunslinger should probably be next.

Oh and as much as the change to mana source made it less insane, it's still insane. You just have to put in a little bit more work to make it so. (put it, water elemental and crit column regen guy on the same row and they outscale anything the enemy can do to you until like wave 50).

For early game that shield dog that gives permanent power to column on row haste is basically mandatory as it gives you instant easy permanent scaling AND shield AND column haste.

Then later you get the froggo with mana source and the ent above it to just trigger regen like mad and give flat +power to your core until it's stong enough that the core +power upgrade every level just sends it to infinity. I had a 1.2m prot core when I retired my last run at wave 78 due to lag. If power share wasn't still bugged you can then just share 25% of that to your Mana Source and Arcane Anomaly and now you have infinite regen, shielding and damage. Well you would if the game didn't completely die when you have those numbers.

I'd say overall everything with permanent scaling is currently OP. Because the choices just don't make sense. Would you like a unit that gives +5 temp power on haste or a unit that gives +4 permanent power on haste? That's not really a trade-off worth thinking about. Why would you pick temp power when the upside is +25% per trigger? I don't really think anything should have more than 1 base permanent power gain. Look at the ent, it starts at 1 permanent power gain and it still somehow always ends up being like a 20k power unit eventually.

The other overall just general balance thing is that full tank is just too good. There is just no reason to build damage when you can always out-tank the enemy. And there is currently no room to really increase damage output, because of how small health pools are. But then again, if defenses were made weak enough that you needed a health buffer, I'd just start taking the +health option on core level up again. Currently it's completely pointless due to how much shield+regen you get and how hard enemies hit (pre 10 since they can't break your tank, then in infinite it's because you can't keep up with their damage scaling)

Edit: I'd strongly advice to just implement an internal cooldown as well. At least until you've fixed all the infinites, assuming you want to remove them at all. Because the game just simply cannot handle the current infinites. I just made a very, very weak infinite with low numbers (by this game's standards). And it still became CPU melting at wave 36. Oh and until the +crit reactions are either tuned waaaay down or just removed. Crit core is useless. It gives like +10 crit at the same time that a core reaction would give +100 crit to 4 allies. Like what is even the point at that stage? Same with the +x instead of +x* cores like mana crystal. It just doesn't do anything when compared to the reactions. There really isn't any reason to pick any core but prot. Since your core is just a reaction stick, with the only possible relevant upsides being permanent scaling (yay) or shielding (also yay) or regen (we get regen elsewhere, don't care).

So, I finally finished adding some unlockable units (it unlocks based on total stats, so you should have most of them when booting).

I changed the balancing, in two main points:

- the great simplification: bronze units do up to 2 things, the base effect and another effect or reaction. Currently everyone reacts to something, and I think that it makes stuff overwhelming. Only the crystals and gold units will have 3 things on them.

I'm thinking about adding events for later rounds, allowing you to add a set of predefined reactions based on types (not completely random). That would help making bronze units more useful later on. In the same way, we can have encounters to replace/buff effects. Another idea, for far in the future, is an encounter to let you change keywords in an effect, like replacing "column" with "row". 

- effects vs reactions balance: I was stupid and designed a "points" system for how much each type of action or reaction would cost, having a "budget" for each card. The idea was using cooldown to balance that. The issue is that the reaction doesn't rely on the cooldown, as it's always in stand by. So now the idea is first dividing the ponits between active and reaction first, and use the cooldown to scale only the action. I'm building an excel with some charts.

For scaling effects (power up), the idea is that they yield "profit" over the regular skills after 20s of combat.

Permanent boosts should be made more scarce, we can do that by limiting to which type of effects they trigger to (never "any"). That should also reward control builds that make the combat last as long as possible.

Here's a preview of the new unlockable units:

{
// power distributor
id: "walking_reactor",
pic: "boss_protector",
power: 30,
rank: 2,
locked: true,
cooldown: 5200,
effects: [
shield,
distributePower(row),
],
reactions: [
reaction("all", "column_allies", increasePower(20, self))
]
},
// power absorber
{
id: "spectral_knight",
pic: "boss_gol",
power: 45,
rank: 2,
locked: true,
cooldown: 5200,
effects: [
damage,
absorbPower(column)
],
reactions: [
reaction("all", "row_allies", increasePower(20, column))
]
},
// re-haste
{
id: "gold_protective_crystal",
pic: "yellow-stone",
power: 30,
rank: 2,
locked: true,
cooldown: 4500,
effects: [
shield,
haste(2000, row)
],
reactions: [
reaction("re_hasted", "allies", increasePower(20, self))
]
},
// re-slow
{
id: "corruption_bringer",
pic: "boss_legion",
power: 45,
rank: 2,
locked: true,
cooldown: 5000,
isCore: true,
effects: [
poison,
slow(2000, randomEnemy(2))
],
reactions: [
reaction("re_slow", "allies", decreasePower(2, strongestEnemy))
]
},
//on_crit
{
id: "frontline_dasher",
pic: "boss_kane",
power: 60,
rank: 2,
locked: true,
cooldown: 5500,
effects: [
damage,
increaseCritical(10, column)
],
reactions: [
reaction("on_crit", "allies", increasePower(20, column))
]
},
//over_heal
{
id: "gold_quickstone",
pic: "haste-stone",
life: 1500,
power: 45,
rank: 2,
locked: true,
cooldown: 4500,
effects: [
heal,
],
reactions: [
reaction("on_over_heal", "allies", increasePower(5, allAllies, true))
]
},
//Balancer
{
id: "gold_quickstone",
pic: "haste-stone",
life: 1500,
power: 45,
rank: 2,
locked: true,
cooldown: 4500,
effects: [
shield,
decreasePower(5, strongestAlly),
increasePower(15, weakestAlly)
],
reactions: []
},
//metronome
{
id: "gold_quickstone",
pic: "haste-stone",
life: 1500,
power: 45,
rank: 2,
locked: true,
cooldown: 4500,
effects: [
regen,
],
reactions: [
reaction("all", "left_ally", haste(2000, right)),
reaction("all", "right_ally", haste(2000, left)),
]
},
//damage -> poison
{
id: "essence_harvester",
pic: "boss_malyk",
power: 45,
rank: 2,
locked: true,
cooldown: 4500,
effects: [
poison,
],
reactions: [
reaction("every_100_damage", "allies", increasePower(10, allAlliesOfType("poison"))),
],
},
//poison -> damage
{
id: "plague_incubator",
pic: "boss_manaman",
power: 45,
rank: 2,
locked: true,
cooldown: 4500,
effects: [
poison,
],
reactions: [
reaction("every_10_poison", "allies", increasePower(10, allAlliesOfType("damage"))),
],
},
//regen -> heal
{
id: "gold_quickstone",
pic: "haste-stone",
power: 45,
rank: 2,
locked: true,
cooldown: 4500,
effects: [
regen,
],
reactions: [
reaction("every_10_regen", "allies", increasePower(10, allAlliesOfType("heal"))),
],
},
//shield -> damage
{
id: "tempest_ravager",
pic: "boss_invader",
power: 45,
rank: 2,
locked: true,
cooldown: 4500,
effects: [
regen,
],
reactions: [
reaction("every_100_shield", "allies", increasePower(10, allAlliesOfType("damage"))),
],
},
//shield -> heal
{
id: "paragon",
pic: "boss_paragon",
power: 45,
rank: 2,
locked: true,
cooldown: 4500,
effects: [
regen,
],
reactions: [
reaction("every_100_shield", "allies", increasePower(10, allAlliesOfType("heal"))),
],
},
//heal -> regen
{
id: "gold_quickstone",
pic: "haste-stone",
power: 45,
rank: 2,
locked: true,
cooldown: 4500,
effects: [
heal,
],
reactions: [
reaction("every_100_heal", "allies", increasePower(10, allAlliesOfType("regen"))),
],
},
//regen -> heal
{
id: "Mend Sage",
pic: "boss_orias",
power: 55,
rank: 2,
locked: true,
cooldown: 5200,
effects: [
regen,
],
reactions: [
reaction("every_10_regen", "allies", increasePower(10, allAlliesOfType("heal"))),
],
},
//gambler2
{
id: "gold_quickstone",
pic: "haste-stone",
power: 45,
rank: 2,
locked: true,
cooldown: 4500,
effects: [
damage,
multiplyPower(1.2, self),
multiplyPower(1.4, weakestEnemy)
],
reactions: [],
},
(10 edits)

Should be interesting to play around with.

As for the cooldown scaling thing, that's also an infinite mode issue I've been meaning to bring up. It seems that the enemy scaling is "flat" as in all units gain x power where x is based on some exponential function.

This means that past a very, very, very early point. Whatever the base power of a unit was is completely irrelevant. All that matters is their cooldown (part of why old Shadow Assassin was a run ender). A unit with 2 million and 20 power is no different than a unit with 2 million and 60 power. But one has a 2s CD and the other has a 6s CD. It causes all units to lose their identity over time.

The same is obviously true for all flat power reaction units. Having +20 power whenever something hastes only matters very early for the enemy. Beyond a point all that matters is their base stats. So every unit that doesn't do crit/haste/charge is just reduced to a stat stick with a CD. Nothing else on the unit is relevant.

I think moving some of the enemy scaling away from flat power gains and towards scaling their flat power reactions would make your enemies scale a lot more like you scale and make stat check one-shots less prevalent. Currently you either die from the first hit from an enemy in infinite, or you literally cannot die as you will outscale them through the fight, and then be stuck in slideshow mode for about 5 minutes as the game engine dies trying to process everything scaling towards infinity.

Because it's not even a CPU limit past a point. Yes at first you have a couple cores pegged to 100%. Then the engine itself just loses its will to live and you drop to like 60% utilization as the game just grinds to a halt. Then when the enemy dies, the wave doesn't end. The game just keeps resolving triggers that got backed up for another couple minutes before you can end the wave.

The freeze on loading into waves that starts around wave 66 is also still a thing and it gets longer for every wave. I'm guessing something about how that exponential function adds power to enemies is the reason it just takes longer and longer every single wave and starts to be problematic once power added is north of 1m.

Edit: Just faced a 1.2k power column +20 knight thingy on wave 4. That's not okay.


This amount of shielding was not enough to beat it, for reference. It just one-tapped me before I really got to do anything.

Edit2: When I reloaded the run after editing this post, my units swapped positions by themselves, breaking my combo. So that's a new bug.

Edit3: Wave 8 and the game is broken, have to retire the run.


The core is stuck in an infinite reaction loop as you can probably tell from the reaction sprite being layered so much it's just a white circle.

If I had to guess, it's that the overheal caused my bottom regen dude to have 1m power regen (also that unit was already good, now it's OP with row charge instead of charge right). So every time it goes off it triggers the +2 power to allies 100,000 times. Since it's charging the Water elemental to its right, that is just overhealing non-stop pushing the 1.4x power on top of that to create numbers that maybe shouldn't exist on wave 8.

Edit4: The "Every 10 regen do x" just killed another run at Wave 13. That effect either needs to be scrapped or you need to code it to work way more efficiently. It just breaks the game currently.

Also so far outside of a single random "get a gold unit" store I haven't seen a single one of the new incredibly overpowered units in stores. But my enemies usually have 1-2 of them on their board. Meaning that if you are unlucky and hit a board like that before you've hit full build with enough scaling/upgrades. You simply lose and no choice you made could have changed that. Going damage seems completely doomed currently as most enemy boards spam shield/regen to the point where nothing you could have built damage wise at that wave would ever break their tank. So it's just a tank-off until fatigue kills.

Edit5: bruh, I just faced TRIPLE golden new OP unit on WAVE 1.


Edit6: Not sure if bug, or intended. But when a unit that slows 4 targets uses its slow, it counts as 1 slow for the Poison Core's reaction.

Edit7: Made it to Wave 60 before the game hard crashed. It did not enjoy my 368B power Witch, at all. So yeah, you can get about 2/3 of your board infinite still. Water Elemental + Arcane Anomaly + That row charging regen dog in one column. Then you put Shielder+<haste/slow/crit for whichever reaction your core got> on the dog's row and you have infinite shielding, infinite regen and infinite damage with a flex slot for infinite slow or haste or crit, whatever you feel like really. Takes a bit to come online, but it's still there.

Edit8: Ooh boy is the -% power bugged.



Which leads to this:

The overflow is real, and it will kill you (and your CPU). I instantly closed the tab when I saw this happen, but it still yeeted my CPU to 90 degrees instantly, who needs Cinebench anyways? This is more of a CPU stress test.

(1 edit)

Now that all features that I wanted are in place I'm going to focus on bug fixes and balance.

The scaling is based on a function that creates a pool of power to distribute based on the formula (roundNumber * 10) * (1.2 ^ round -10), so after the 10th round it starts scaling exponentially.

Once I introduced the "x every y" has this issue on large numbers, I'm going to adjust it to create a single effect with (eg. for 2 power on every 100 damage, if someone deals 1000 damage it generates a single effect of 20 power instead of 10 effects of 2 power). I'm also going to add a delay of 100ms for reactions to trigger, that should stop those loops.

To make units keep their relevance, we can have some effects that allow upgrating the effects/reactions, as if they were being upgraded beyond platinum (maybe even have a label like platinum III, IV etc), something like  the MU online level of infinite scaling. Haste/slow would not benefit as much, unless if I substituted re-haste/re-slow for "every 10s of haste/slow applied" - that would scale on the same factor.

For this week, the priority is improving the gameplay feel, removing remaining wonkyness and buggy behavior.

Edit: Going to address the negative numbers and the inifite loops in a hotfix ASAP

(3 edits)

Haste and slow probably don't need that added scaling. Their effect is a multiplicative scaler on everything already. Doesn't need to be stronger than that. If you have haste, all those other units that just gained scaling will now have twice the scaling because of the haste. And the opposite for slow, halving enemy scaling, effectively. Currently all the re-haste and re-slow abilities are so strong they literally break the game. So they don't exactly need *more* scaling. The fact that you're allowed to reduce CD of units over time kind of automatically makes re-haste and re-slow happen more often. For enemies since their cooldowns stay the same, I'd say the one thing that might be worth scaling is how long their hastes last for. So that eventually your enemy boards are very likely to get perma hasted, making trying to include slow in your own build a lot more incentivized. Currently I only really run slow to abuse the busted re-slow effects. Not for the slow itself, unless you can fit a slow in your infinite loop. It's simply too slow (hah) and too inconsistent at slowing what needs to be slowed, to be worth using for its actual effect.

Edit: The internal cooldown means in combat lag is now completely gone (at least from all the things that used to crash the game). However the load in performance issues still persist. At wave 84 currently and I'm spending more time frozen than not frozen and chrome is starting to throw "this page is not responding" messages just before it finally managed to load in. It's also auto-closing full screen mode every load.


That's what my CPU load looks like, the slope is actually playing the game. The plateau is trying to load into the next fight. And that ss was from like wave 82, it's getting much much worse every wave at this point. Also I'm getting integer overflow on all my regen units dropping them to 0 regen. But since they have put up aroung 700,000,000T regen by the time it happens. That's not so much of an issue. But sometimes they manage to pump enough regen/s that it too overflows to 0. Which might eventually kill me (but the game will crash before that point on load i'm 99% sure) also the scientific notation on the end of fight screen doesn't kick in until 10^21, which might be a bit too late, and when it does it doesn't cut off fractions. So the number still goes outside the tooltip by a lot.

Edit: New bug, when you get into this lategame stage the sound effects won't play during the fight. It's completely silent, then at the end of the fight it plays every single sound effect that should have played at once, over the top of each other. And as is often the case when the same sound effect plays over itself, it increases the volume. I damn near blew out my left eardrum as a result. So for now I'm playing full muted.

Edit2: Calling it quits at wave 90. The freezes are now several minutes long. Wanted to go for wave 100 since the enemies has literally no shot at touching me. But the lag is just too much.

(1 edit)

I'm going to look into those lategame issues today. Honestly I never went that far, but I can replicate that. I will check if there's a memory leak when loading/unloading units, which might be happening in longer sessions. I can also hardcode some units with 100t power and see if that influences the game speed.

Only thing that I still didn't address was the multiplicative effects in things that can be spammed. removing that will probably mean not being able to go past wave 40/50, but for now that might be better until things are stable.

Edit: I found a bug in the system that generates the enemy team. Basically on large round numbers a loop would run billions of times to distribute upgrades. Instead, I'm going to batch those operations and run only per unit.

(11 edits)

Good find. That will hopefully fix the remaining performance issues. And yeah, currently the gameplay experience past like wave 40(ish) doesn't really change in any way. So if that's where things cap out for now. It's probably a good thing. Your build is more or less complete by then and you're mainly just clicking "skip" 3 times between every wave, unless you luck out and get an "upgrade" option. Since once you get either one 1.1x to x allies and one crit to allies on x. Or two 1.1x to all allies. Upgrading your core is what pushes you into overflow territory very, very fast on upgrades. I'd say if you intent to keep the 1.1x effect, which you probably shouldn't. Make it like at most 1.05x and never scale that number with upgrades, only make it hit more targets with upgrades. And I'd also say it's probably a good idea to make those reactions "unique" as in, if you get one 1.1x reaction the others are removed from the pool for that run. Same with the crit ones (until crit scaling is fixed, and probably even then Edit: Just noticed that crit has been fixed and now does basically nothing past 100%). The flat numbers on those  +x per 10y reactions also get really really out of hand. So the formula for that needs to be toned waaay down.

For unit balance that one Phantom Knight or w/e it's called that steals column power for itself is a scheduled loss until like wave 10(ish) when on the enemy team. For player units the really big problem units are:

Prot Core: It's already basically a top 2 shield unit, then the 5* or 10* from wave 1 is just absurdly powerful.

Water Elemental: Part of what makes the infinite "T" work. Also the +6* to regen units is super overtuned and give you basically infinite regen early.

Arcane Anomaly: The other part that makes the infinite "T" work.

Growth something something white dog with regen and charge row: You put this on the same column as Water Elemental and Arcane Anomaly and you get 2 free infinite slots to do whatever you want and infinite regen all in one.

Crystal Dog thingy with +4* to Column on Row Haste: This thing gives you all the scaling you'd ever need for most builds early. Then you yeet it later to put in something like that when left units does any +7 crit to right unit, since that works well on the infinite row as the middle unit.

Currently you do actually kinda need all these trouble units and you need to do degen stuff to beat the insane power level of early boards with unlockable gold units on them. But once those get fixed to only spawn later game, the above units will make you literally unbeatable. Going full tank is still largely OP. But Poison Core poison unit spam with picking only +health to core is surprisingly effective. Since the core itself is only there for the +5* on slow. You literally don't care about upgrading its power or lowering its CD. You want the scaling and the level up reactions. Then you stick the core itself in the corner and let it cry itself to sleep, or something.

Edit1: The every 100 heal do x is currently broken. It was working at first giving +10 to my Prot Core over and over, but after a few upgrades it shot up to +3600 per 100 healing and as far as I can tell it either isn't giving any +power at all, or it is giving so little that it's a rounding error that won't show up in the UI.


Edit2: Upgrading Destiny Balancer makes it objectively worse. Goes from -100 power from max ally and adding 1.5x to weakest ally. To -200 to strongest ally and 1.2x to weakest ally.

Edit3: The Re-Slow all allies of shield gain is also broken, doesn't do anything. The Every 10 Poison one does work however.

Edit4: The power curve of enemies has been almost entirely flattened. Instead of having 160m power enemies around wave 83 you have 93k power enemies. So, they pretty much can't do anything against my build despite 2/3 of my reactions being broken to the point of not working at all. On the plus side, no performance issues so far.

Oh and power share is still completely broken as is permanent +10% power and +10% crit. The latter two get wiped as soon as you hit the next "shop phase". The former will sometimes last 1 fight, sometimes 2, sometimes more. But it will eventually disappear. I think the only way I've gotten shared power to ever stay was when I shared power from my Water Elemental buffed Mana Source to my Prot Core, then next shop phase I upgraded Core power. This seems to have at least locked in the +power from the shop upgrade. Thus starting the exponential growth of my core with a nice base.

Edit5: Two QoL things that would be appreciated. First having thousands dividers on the numbers in the end screen, so 9,000,000 instead of 9000000. Really helps with readability, and secondly some kind of ability to filter/skip shops. Currently the only option I care about is picking +power to my core and then any random upgrade option I get. Everything else is an auto-skip. So the vast majority of shop phases I just click skip 3 times and end up taking longer to go through those than I do in the actual fights. Soulstone Survivors has a relatively neat way of handling their "shop phase". Where you have a few toggles, one to skip active skills (skip unit shops here). One to skip unit upgrades would also be nice. Then one to skip power sharers too. That way you'd be able to only populate a single shop per wave instead of 3 if the player has both those options ticked. And that shop would either have 1 upgrade, 2 upgrades, 3 upgrades, or it would be empty and just send you straight to the next fight.

Edit6: The Every 10 Regen give all regen allies +x power and the similar damage/shield versions should probably be reconsidered, as they give all units of that type exponential growth. I ran into an enemy with 4 regen units and a Platinum Lifegiver. The enemy had about 1.2b regen by the end of the fight and it went until the game auto-killed both of us and I won the tie.

Edit7: Another nice QoL would be to make the order of the upgrades in the Core specific shop be consistent. Currently the order is random, but I want to pick power every time. So instead of just being able to click that same spot, I have to see which option it spawned as every single time.

Edit8: The game appears to simply stop offering force upgrade options in the shop after a certain point. Either that or I'm insanely unlucky. I'm on wave 202 and I swear I haven't seen an upgrade option since around wave 100.

Edit9: I retired the run after wave 300. The power scaling caps out at 1k per wave and I was at 1000T power on my core and obviously gaining 10% of that every wave. So losing is literally impossible.

Did some fixes to power sharing/absorb, the upgrades given by "improve unit of type x", some tooltip inaccuracies, upgrading Destiny Balancer,  removed the limiting on the enemy team power, core upgrades should appear in the same order, 

Also redesigned the units of type x that were giving bonus power on every_n of that type. They should now do something closer to that type flavor (the intention was having them as the "leaders" of those types, as they are the unlocked based on amounts).

As for the large numbers, I don't think that long term we are going to have extremelly large numbers around, if we can keep each session time around 30 minutes.

About the skips, one thing that I activelly avoided in the game was having a currency to purchase stuff. But now that we have units of different tiers and demand for skips, a currency would help balancing that. I'm going to reflect on that.

(8 edits)

That's not really the type of skip I meant. More like once you get past a certain point (though once balance gets more in line this will be less relevant) all you do between waves is just click "skip" 3 times on the shops. Because none of them do anything anymore. So more like it would be nice to have a few things added both to the "fight" screen and the "shop screen". In the fight screen I'd like the game speed slider from the menu to instead be like 1x 1.5x 2x speed (or w/e) values you desire in the fight screen. So that you can see what is actually happening at 1x when building a board. Then swap to 2x or more when you already know what's happening with your board and just want to see how far you can go in infinite. The other thing(s) I'd like to have be present both in the fight and shop screen is just a few tickboxes:

1. Skip unit shops. So if you already have all the units you want at plat, you don't get shops that you would never pick.

2. Skip unit upgrade shops. So once your units are all at 1s CD (the ones you care about) you don't get shops you'd never pick. If you fixed +10% crit and +10% power actually working. You'd never want to skip these, so that would make it probably pointless to add.

3. Skip "power share" shops. Again, if these actually work now, you'd probably never want to skip them. But previously you very much wanted to skip them.

That way once you're just zooming through infinite, you only get given the shops you actually care about and you don't need to click through 3 screens to get to the next fight every time. An option to set something like "auto pick +power" or "auto-pick +health" for your core would also be nice QoL to skip that screen in infinite mode. Since really there is 0 choice there in infinite. Since both those options give exponential growth you pick one and then pick that every time. There is 0 reason to mix and match.

Personally I'd honestly be okay with it working such that if you ticked the "skip unit shops" and you've gone into infinite mode. You always just get the one shop that has some combinations of 3 picks between "upgrade unit" "improve x unit(s)" and "power share". Just to speed up the process and lower session length. But I have to try playing again with the scaling having been fixed and see if we just lose fast enough that none of that matters anymore. Last patch when I went for Wave 300 I was just reviewing footage on my main monitor and clicking skip skip skip ready every wave on my 2nd monitor without paying any attention. Because the session length was getting pretty insane and there were literally no choices for me to make anymore.

Edit: Made it to Wave 53, lost every single round to Warbringer. To the surprise of no one, a unit that makes the opponent effectively instantly hit, isn't balanced. It's even more insane from a player perspective, since you can just go Arcane Anomaly + Warbringer and go instantly infinite at 0s. So yeah, that is not a particularly great design. My reactions worked (the -power on crit meant that unless I got instantly oneshot all enemies had 0 power for the whole fight, so numbers are a bit insane), and the one time I used power share that worked too. But I got a super early Lifegiver that just juiced my whole board nonstop since I was running a Quick Core in one corner, Row charger in the corner above it, Water elemental in the corner to the left of that setup. Which meant I had 3 free infinite slots and basically infinite scaling from the overheal that provided. Doesn't matter if Warbringer just one-shots you 2s into the fight before you have any time to scale though. Same issue as old Shadow Assassin, except you can't counter it by not running heal. So it just literally kills you no matter what at 2s, have fun.

Edit2: Yeah, Warbringer as player is...disgusting. I'm on Wave 120-something and the enemies can do absolutely nothing. Also once your own units hit e21 power their tooltip still shows their real power, but their board power becomes 2. When your actual applied shield hits 1,000,000,000T (however much that is) it also becomes 2. For QoL it would be nice if the "improve x type" also had persistent ordering of %damage, CDR and Crit. No performance issues so far.

Edit3: It's only a visual bug. The units still have their power, and I still have my shield/regen. It's just that e21 and above I think you just get nothing but the leading number. Or it's how many e over 21 it is. It's kind of hard to tell, cause it's acting really weird. At Wave 221 the enemies health becomes 1, but that's actually 1 e21. And you do need 1e21 damage to kill it, not 1. The -power on crit is so dumb, combined with Warbringer I put every enemy power to 0 (from 100,000,000T) before they get to do anything.

All the "improve type x" seem to work, except +10% power to heal. That one keeps resetting every single wave. But crit to damage works, %damage to damage seems to work, hard to tell with my setup, crit and +10%power both appear to work for regen, crit works for shield, haven't tried 10% power cause it would do literally nothing with my setup as I gain +INFINITY flat power to shielding per regen then use the big rock dude that spreads 50% of his power to row to put that onto a regen unit as well as a damage unit. So my infinite shielding turns into infinite regen that turns into infinite shielding, except doesn't matter I just hit the enemy for e32 damage before they got to hit me (with 0 power anyways).

Edit4: Nvm, +10% power doesn't work on regen either, just applied it then instantly upgraded the unit and it went 2.1B->2.3B->2.1B. So it just gets overridden. Crit works though.

Edit5: Yeah, it's the leading number that shows, only. Enemies went to "1" when they had 1 e21 Power on Wave 245, then up to "2" when they reached 2 e21 and "3" when they reached 3 e21 power. Their tooltip still has the correct value (though with A LOT of decimals). End screen also has the correct values, but again, with a lot of decimals causing it to spill over onto other UI elements.

Edit6: Wave 257 and Wave 266 both had the same bug, several enemy units wouldn't load in. It would freeze up, with the ready button not being clickable (but without any notable CPU usage) then after like 20 or so seconds the missing units would load in and I'd be able to click "Ready".

Edit7: Calling it quits at 300 again. Enemy cannot possibly catch up with my scaling, so losing would be impossible.

(My Core reduces enemy power by e28  to all enemies 10x per second and enemies have about e25 power)

Oh and Happy Holidays! I'm Swedish so we celebrated yesterday.

Happy holidays! And thanks a lot, your reports are very important: )

Here's a key for the Steam version for you GCMIK-KY657-GMIQQ  - hohoho! 🎅

I'm looking at those issues, they should be fixed for good now. As most features are already in place I can now focus on making the existing stuff better.

I didn't think about the scenario of someone having a "finished" board - never expected someone to play the game that much lol. Some things that may compensate for that are:

- consuming shop units (like demons in hearthstone)

- consuming party units (creating demand for replacement)

- having events/skills to boost units available in the shop

Another thing that I'm considering is rewarding unit upgrades more. Like getting a bronze unit into a gold one makes it "awaken" and you can choose 1 out of 3 random powers for it.