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(+1)

Game is very fun, but also very grindy.  Would like to automate events (maybe after 5-10 second timer or toggle defaults from a menu, maybe unlock this after first prestige?  Even just a simple skip event toggle would work too).  Automating runs would be great too (I love overnighting idle/incremental games).  

Damage upgrade does not scale well, especially noticeable on higher waves (+10% more damage multiplier instead of +1 damage would be nice).   Knockback on cannons is overpowered, especially on bosses.  Pushing to more than 6 prestige points on the first run is very hard with the wrong setup.  Might be an end-game balance issue.  I soft locked on wave 41 and ended up in a stale-mate because of the wrong setup (pretty much all crowd control and not enough damage).  Sell hero button would be great for a partial refund incase I want to change my setup during a long run.

Priority targeting would be great (i.e. close, high hp, low hp, etc.).  Better automated upgrades would be nice (it seems to dump all my gold into the top hero and mostly ignore the other ones.  It also seems to spend most gold on damage even though speed is a top priority).

Hey rofltastic, thanks for the really detailed writeup. Honestly this list hit almost every sharp edge I'd been circling. Just pushed a patch that directly addresses every point.

Automation for overnighters

  • Auto-Dismiss Events (Settings, 5 / 15 / 30 / 60s). Dismisses the popup with no pick, no reward, no penalty. Click any option to cancel and resolve normally.
  • AFK Auto-Restart. If a wave stays active longer than 1 / 2 / 5 / 10 min, the run auto-ends, banks your RP, and starts fresh with your commander setup. No cap on frequency.
  • Offline progress. Closed-browser time now grants RP based on your last run's RP-per-minute pace. Welcome-back toast on return.
  • Wall Breached auto-retry. When AFK Auto-Restart is on, the gameover screen shows a 10s countdown and auto-restarts, so a breach doesn't stop the overnight loop either.

The wave-41 soft-lock story

  • Damage upgrades are +2% of base per level now (was flat +1). Late waves finally scale properly.
  • Bosses are fully immune to knockback. Cannon "concussive" and crossbow "heavy" builds can't shove bosses back faster than they advance. That was your stalemate path.
  • Sell Hero button. Every filled slot gets a 50% refund button with a confirm dialog. Mid-run pivots are real.
  • Priority targeting. Per-hero chip row: Closest / To Wall / Low HP / High HP / Tanks. CC-heavy builds can now explicitly focus bosses.

Commander auto-upgrade (the real fix)

  • You weren't imagining the damage-dumping. There was a literal typo on the progress-reset path that silently fell commanders back to dmg-first even when you'd set speed priority. Fixed.
  • Also rewrote the distribution: commanders now round-robin one upgrade each per cycle instead of slot 0 draining the treasury before anyone else gets a turn. Matched presets end with identical level counts.

Thanks again. Detailed feedback like this is the most useful thing a player can give a dev. Let me know if anything still feels off after the patch, especially how AFK Auto-Restart plays overnight for you.

(+1)

The archers' damage got way worse.  Instead of 4 => 5 => 6 damage now they do 4 => 4.1 => 4.2.

(1 edit)

Good catch, that was a bug. My last patch switched damage upgrades from flat +1 to "+2% of the hero's base damage" per level, meant to scale better at late waves. For the archer (base 4) that's only +0.08 per level. Effectively a nerf at every level for every hero in the game. Definitely not what I wanted.

Just pushed a fix. New formula is +1 OR +10% of base, whichever is larger:

  • Archer (base 4) gets +1 per level, same as the old chunky 4 → 5 → 6.
  • Cannoneer / Crossbow (base 10) also land on +1 per level at current stats.
  • Once prestige multipliers inflate the base (Sharpened Edge, Promotion stacks, class bonuses), the 10% kicks in and upgrades keep scaling. A 3x-dmgMul cannoneer gets +3 per level.

So the floor is the chunky feel you remember, the ceiling actually scales into late waves. Thanks for flagging it quickly, sorry for the break.