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So this totally looks like it could be a good game but unfortunately the dev took great length to make it not be one. There are obvious bugs like you can not finish the tutorial because the UI elements overlap each other and the things that you need to click. Or enemies that can be outside the screen damaging your wall without you being able to do anything about it. 

The slow progression is extremely annoying. As is the bad aim of the "heroes". If you save up to get another hero like the cannoneer, thinking that the splash damage might at least offset the bad aim, you will get even more disappointed because their aim is even worse, rendering them almost worthless. 

The game forces you to constantly click on the enemies and there seems to be no way to automate around that. That clicking gets tiresome soon. Then you do not really have time to manage the updates of your heroes taking all the fun out of a potential micro-management. 

Too bad, this looked like it might be fun.

(1 edit)

Honest feedback like this is what actually moves a game forward — every single thing you flagged was real, and they're all fixed in the current build.

Tutorial UI overlap. The coachmark placement code used to fall back to "below the anchor" and clamp into viewport, which sometimes pulled the explanation box ON TOP of the very button you needed to click. Rewrote it: now it tries 8 candidate spots (4 sides + 4 corners), each clamped to viewport AND rejected if it would overlap the anchor rect. Worst case it lands in an opposite corner — it can never sit on the target.

Enemies attacking from off-screen. Archer enemies used to park at their stop distance which on narrow phone screens (and for boss archers) could be past the visible edge. arriveX is now capped at W - 18 so any ranged enemy that's shooting at the wall is guaranteed to be on-screen and tappable.

Bad aim — the big one. Heroes were firing where enemies were, not where they'd be. Arrows landed behind moving chargers basically every shot. Fixed with full intercept-quadratic target leading on every projectile-firing class (archer, mage, crossbow, cleric). On top of that:

  • Long-range bolts no longer vanish mid-flight — projectile lifespan now scales with range / projSpeed.
  • New hero leveling system — kills grant XP, levels grant crit chance scaling 0% → 30% (crits hit for 2× and inherit through splash + chains).

Cannoneer "even worse." You called this exactly right — slow shells + moving targets = the splash never fired. Now cannon shells detonate on a timer at the predicted impact point. Even if the target dodges or dies before the shell arrives, the splash still lands and damages whatever's nearby.

Constant clicking with no automation. Three new features, all built-in, no external tools:

  • Hold-to-damage — keep your finger / mouse pressed on an enemy to chain-tap them.
  • Restless Hand research (Command chapter, 4 stacks) scales the hold-tap rate up to ~5.5 hits per second.
  • Sentry Marksmen research unlocks wall auto-tap so the guards chip at the closest enemy automatically while you focus on upgrades.

No time to manage upgrades. Same root cause — once auto-tap and hold-tap exist, your hands are free for actual decisions. Plus a 1× / 2× / 3× game speed toggle in the top-left to chew through the slow stretches.

Slow progression. RP yield is up +25% per wave, you start with 3 hero slots open (was 1), first skill is way cheaper (5 RP + 15g vs the old 12 RP + 25g), and the skill bar is visible from your very first wave so you actually know skills exist.

The artwork still pulled you in. If you've got it in you to give it another shot, the rough edges you hit are gone. Either way — appreciate the receipts.