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Understandable. I want to make later stages more accessible, but I don’t want to make first age irrelevant. Like, just as an example, if I give 100 health to both towns - you’ll just skip first age and tank all damage to go up.

I’m still figuring it out, maybe controlling town damage from units is the key. Like cavalry archers right now quite decent against town, what I don’t like. At the same time the simplicity of this game is its best side, in my opinion.

Right now I plan to keep this game in a relatively small scope and expand in width. Enemy will have multiple modifiers, once more heath, so that will make battles longer. While the player will have ability to pick a civilization with unique bonus.

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The things that seems to make the game longer is town defence.

As soon as someone has a wall technology, adding 10 defence that come back every turn, you cannot exploit the Catapults to inflict massive damages in the early game that easily or just focus on putting a lot of unit to have an edge and doing a lot of small damages.

Also, those damages in early game stay and never recover. So if you deploy one or two Catapults at the start, you can crippled the enemy with 15 to 25 damage that will matter a lot in later stages as Health never goes up.