Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

I tried around 10 times, and my current best score is about 6:56.

I feel the core design of this game has good potential. It’s easy to imagine many future ideas based on this system.

I would prefer the shop to refresh immediately after purchasing. Sometimes I bring back more than 10 coins to the castle, but I can only upgrade two attributes that I don't want.

Upgrades that increase attack range could also be interesting. For the archer, aiming on the Y-axis feels a bit difficult.

For the melee character, charging often gets interrupted by enemies, which feels a bit frustrating.

If I can only give two suggestions, they would be:

- Showing the number and incoming directions of enemies (when they are off-screen) would help a lot, especially for solo players. Like in tower defense games, players can see incoming enemies before they appear. Right now I often don’t know which direction to go, so I just stay in the middle and wait, which makes other parts of the map feel underused. 

- Making the castle health a fixed UI element, so players can always see it and react in real time. 

Great game, thank you!

Thank you so much for your feedback!

shop refresh- I think I agree, it is a little annoying to have to wait for the one you want when you have a lot of coins. Also would fix spamming attack only (need to fix that)

Attack Range- question on this, did the range feel too short? i assume you mean on archer, his j attack fires with less power than his k attack. 
I have been brainstorming a way to aim the archer since yes it is clunky to aim (literally just moving up and down)

Melee interrupt- is it actually stopping your attack? (that isnt supposed to happen) or is it just annoying they knock you back.

enemy indicators- yes I think that is needed now that you mention it. I think ill add lookout scouts to the towers maybe that indicate threat level in their direction.

castle hp- adding to list

thanks again for playing, 7 minutes is a pretty good time

" did the range feel too short? "   ->   The  horizontal range feels good to me. It’s the vertical (up down) aiming that feels a bit off. A few times I saw the arrow go through the enemy’s head but deal no damage.  

"Is it actually stopping your attack?" ->  I played again and yeah the enemies aren’t actually interrupting the charge. It’s just that they knock me out of range.