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(1 edit) (+1)

Played for a few more hours and prestiged. Some more thoughts:

Monsters spawn offscreen at top and bottom it's kind of annoying. Sometimes you can get unlucky and a boss  will spawn almost directly next to your wall.

Events are boring also merchants should probably be free. Every time I get a merchant event I have no gold because of my commander.  Or maybe some kind of upgrade to automate them?

The screen flash on taking damage happens way too often. The later waves you will have a hundred monsters attacking your wall at one time and the flashes are crazy annoying to look at.

The prestige for Scholar's mind is absolutely broken and unfun. You kill one monster and reset for 4 rp. Honestly prestiging in general should be more powerful. It's a grind to get to the later waves for little to no power. 

Also maybe skills shouldn't cost gold I don't know.

Overall it's a fun game though. I think the prestige is just too grindy and redoing everything is not very fun a second time.

(+1)

Another round of changes just went live, driven almost entirely by this comment. Thank you — genuinely.

Monster spawn locations — fixed. Bosses now always spawn from the far right edge (no more materializing inches from the wall via an unlucky top/bottom roll). Minion top/bottom spawns also pushed deeper into the field with a minimum 90px distance from the wall. Even surprise-angle spawns give you a beat to react.

Merchants too expensive — prices cut ~40%: Healing Tonic 40g→25g, Sharpening Stone 75g→45g, Lucky Charm 60g→40g. Affordable even on a commander-drained purse. "Automate events" is a good idea I'm still sitting on — might ship as a prestige bonus down the line.

Screen flash spam during swarms — was a real bug. 100+ enemies whaling on the wall every frame kept re-triggering the flash before the previous one faded, locking it into a solid red strobe. Now rate-limited: only re-fires when the previous is nearly gone. Still impactful on first hits, no longer strobing.

Scholar's Mind exploit — 100% broken, you nailed it. Kill one goblin, reset, claim +5 RP, repeat. Fixed: the flat prestige RP bonus now requires at least 1 cleared wave OR 20 kills before it unlocks. Legit runs still get it; kill-and-reset returns zero.

Skills costing gold — agreed. Pulled the one-time equip fee entirely. Skills are now free to equip and free to cast, cooldown-gated only. Research unlocks them once, then swap between slots as your build needs.

Prestige grindy / redoing not fun — Ancestry (new prestige bonus) exists specifically for this: preserve 1/2/3 of your favorite research nodes across the wipe so you don't re-climb the same ladder every time. Still tuning baseline shard yields.

Bonus rounds of polish you'll also notice:

  • The war wolf now walks with a proper leg animation (was ghost-gliding before), has double HP (60 → 120), and bards heal it from anywhere on the wall for 2 HP/sec each.
  • Range indicators are color-coded per hero class now — archer rings are reddish-brown, crossbow purple, mage green, cleric gold, bard pink. Overlapping rings are finally distinguishable. Bards also show their aura ring (was invisible before).
  • Bard chapter got four new research nodes (Double Time, War March, Extended Refrain, Healing Chorus) — strength, range, and wall regen. Fully-researched bard grants +70% fire rate, +55% damage, +90 aura range, plus wall HP regen.

New patch is live on itch. Keep the feedback coming — this is how the game gets sharper.