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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! ðŸŽ…

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.

(9 edits)

Thanks for the key! And yeah that awakening type mechanic does sound like it would add a fair bit of replayability. Currently most replayability comes from how often you're patching stuff. I've rarely played more than 1-2 games per patch. Because I'll have a couple ideas for what I want to try, and once I've tried them I know that run #2 of that same setup would be identical for all intents and purposes. So I feel no need to play it again.

I haven't actually played HS battlegrounds, I stopped playing before they added that mode. So not 100% sure what demons do. But for the consuming party units, it depends on how it would be implemented. But most of the time that would feel like a very "unfun" mechanic. You spend 50 rounds slowly but surely decreasing CD of and increasing crit of a singular unit that is 100% required to make your combo work. Then *poof* it's gone, and you instantly lose. Because it would take 40+ rounds to replace it, especially with how rare force upgrades become after level 100. I've gone 80-200 waves with 0 upgrades in the store post L100. But I know they *can* spawn after L100 because I got a few last run. Just didn't get a single one between around 100 and 187.

As for having something that can benefit a max rank unit in the shop that'd be nice. Something as simple as the random chance to get a +1 tier upgrade to it from the store itself would be 100% worth trying to roll for, even with relatively low odds.

Edit: My Steam version is borked for some reason. Install folder is 0B and verifying game files says it's all verified. But it's just an empty folder.

Edit2: The heal reaction still doesn't work.


The on crit -power (which is gamebreakingly OP) works, the Re-Haste (which is also gamebreakingly OP) also work. The Every 100 Heal does nothing (but if it worked it would be gamebreakingly OP).

A nice QoL would be to have the hero shops and upgrade shops have visually different icons. Something like the exact same icon as the hero shop, but with 2 gold chevrons and a gold outline or something like that. So you could instantly see if you're getting an upgrade, or a hero shop, at a glance.

Edit3: List of various new bugs.

-The unit that gives 2x power to the unit to the right as well as the enemies lowest power unit actually gives power to the unit to the left.

-When you have infinite Shield, the "insta kill" at the end of the fatigue doesn't kill you. It only removes all your shield (I hit what the game refers to as "infinity" on both regen and shielding at Round 35 using only 3 units all in the same column).

-It is possible to get the exact same reaction multiple times, sometimes this is just boring. Sometimes it's very broken.

-It is possible to get Every 10 Regen +x Shielding and Every 100 Shielding +x Regen in the same run as reactions. This should be made for impossible for all similar loops, as it's what let me go infinity at wave 35.

-Core reactions don't actually work until 2s into the fight. I had already seen something similar with the on crit -power reactions. But it was now confirmed. I had a 2.1s CD shielder who got buffed with +260B of shielding when my Regen core went off. The core went off at 1.0s and 2.0s. It should obviously have buffed it both times. But the shielder would shield with "only" 260B or so on the first shield. When I used -CD on that Shield unit to reduce it to a 1.9s CD. It would shield with 235 at 1.9s. Then right afterwards it would get buffed to like 360B or so and go off at 3.8s for that amount.

-The "an ally" definition is not consistent. Lifegiver's Every 10 Regen give +40 to the lowest power Ally can't target itself. Destiny dude's 1.5x Power to the lowest power Ally CAN target itself. Also not sure how the "an ally" triggering factor is supposed to work. But usually I feel like most units need another unit to do that thing for their reaction to trigger. But cores can trigger their own reactions as if they were "an ally". I kind of like that they can do that, but it's also very, very powerful. They can not however buff themselves.

-Settings menu is currently bugged in the web version. Background changes from blue to orange. But the menu never appears. Forcing you to refresh the page to get back to the main menu

-Plague Sovereign slows 4 targets at Gold, but only 2 targets at Platinum.

Life Weaver is still insanely OP. Basically an auto-include in every setup, as is whats-his-face war golem who shares 50% of his power to row. Oh btw, he's bugged. If you power share to him, even if he never goes below his post power shared amount of power as a result of using his ability. He will still revert to his pre-share power after the fight. Anyways, Since Every y give +x Shield is absurdly OP. You just get infinite shield on him, and then he shares it to the damage dealing and regen unit on his row, since you're usually able to get a unit with the "y" trigger on that row. It causes their power to go to infinity very fast, since he will buff that unit which will buff him etc. Not that it matters since the damage unit will just hit for like e32 damage and oneshot the enemy. But the ability to share the already grossly OP +x reactions to your whole row is just disgusting. Destiny Balancer would be OP if Life Weaver and row dude weren't just even more OP currently to steal his slot. You just stick him in your infinite row or column, depending on which actual good core you're running (prot or quick). Then he gives free exponential growth to everyone.

Edit4: Start of combat effects do not actually trigger at the *start* of combat. They trigger roughly 0,4s after combat starts. I think this is due to effects not happening when they "trigger" but rather after the squiggly line projectile it launches hits, and it appears to have a 0,4s travel time. This causes all kinds of non-sense and broken combos and timings that don't make sense. I'll take the "optimal" player build vs. "optimal" enemy build as an example.

As the player we have only two units, we don't need any others, they won't do anything (if things weren't bugged). We have Warbringer and we have Crit Core. We also have the on crit all damage allies get +e36 power. What should happen is this:

0,0s: Warbringer charges both the core and itself, the core hits, out core has 100% crit chance and will instantly buff Warbringer to 100% crit chance. We have purposefully left Warbringer at 2.1s CD. This crit from the core should add +e36 power to the Warbringer.

0,1s: The Warbringer hits for e36 damage and one-shots the enemy. We win.

That is not what happens however, what happens is this.

0,0s: Warbringer casts his reaction to charge all damage allies by 2,0s.

0,4s: The cast hits both the Warbringer and the Core. Both hit, order of operations means the crit from the core will be applied to the Warbringer so it will crit. Neither the core nor the Warbringer will be buffed with +e36 power at this time. Even though the Warbringer should be.

1,4s: The core hits again and crits. Still hasn't been buffed with +e36, neither has the Warbringer.

2,5s: The core now gets buffed with +e36 power and one-shots the enemy. However, let's see what happened on the enemy side. Why is this hit delayed by 0,1s? I don't know, but it is. (There was some haste involved that I think made this actually launch at 2,1s but hit at 2,5s. Leading to the frame perfect tie).

0,0s: Enemy Warbringer casts his 2s Charge.

0,4s: Enemy Warbringer charge hits either Spellblade or Glass Cannon.

2,1s: Enemy Spellblade or Glass Cannon launches their attack(s) at us.

2,5s: Enemy Spellblade or Glass Cannon attack(s) actually hits us. We get one-shot on the exact same frame that we one-shot the enemy and we win the tie.

So in a case where according to units read as written we should one-shot after 0,1s, and the enemy should one-shot us after 2,1s. We actually kill on our 4th crit total after 2,5s. So our +power on crit reaction is so delayed that we have time to attack 3 times before it actually even does what it says it does. Same thing with -power on crit, it also doesn't trigger until around then and just barely removes all Spellblade/Glass Cannon power in time to let us take 0 damage.

Edit5: Haste on start of combat, and probably haste in general doesn't stack at all. I know we have re-haste. But I was expecting to also have haste work somewhat like in The Bazaar where if you add haste to a unit with haste, it increases duration. At least with the start of combat reaction haste that's not the case.


For me the expected outcome here, keeping in mind I'm doing a "1 column challenge" so I only have two eligible units for it to be cast on. Is that the 8 instances of 1s of haste would be randomly assigned among the two units eligible them, for example 3s of haste on one and 5s of haste on the other. What actually happens is that after the customary 0,4s delay. Both units got 1.0s of haste. Which seems like that shouldn't be how that works.