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Hey, thanks for sticking with it long enough to flag both of these — they were real and they're both fixed now.

The commander problem was the design itself. Every setting used to be on by default, including auto-upgrade, which is exactly what was vacuuming up your gold into one hero. Total rebuild this update:

  • Every setting (Auto-Hire / Auto-Upgrade / Auto-Imbue / Auto-Skin) now defaults to Off — the commander does nothing until you explicitly turn something on.
  • Auto-hire is now free of gold but each hero type can only be auto-hired once across your wall, so a fleet of commanders can't all spawn archers.
  • Default 50g reserve so even when auto-upgrade is on, it never drains the treasury below your spending money.
  • New BROKEN flag — if you manually drop a hero into a slot whose commander expected something else, the commander pauses its automation (with a pulsing red "Commander ⚠ BROKEN" warning on the hero panel) instead of dumping gold into the wrong hero. Resets when the run resets.

Projectile lifespan was a hardcoded 1.8s, which was way too short once you upgraded mage range. Now it scales with range / projSpeed with a 50% margin (capped 2s–5s). Long-range mage bolts make it to the target.

Both shipped in the latest build. Give it another shot if you've got the time — appreciate the feedback either way.