Hey! I really enjoyed the game! It is so nice to see how passionate you are about this game, so here are some things I enjoyed and what I would love to see:
- Upgrades that spawn packs after some time felt really cool, you just love to see more troops on the screen
- Skeletons is a cool idea, but you don't see them very often. Maybe something like a necromancer would work, but i guess it is indeed hard to balance it out (I would give it some thought - and would love to know what are your plans on them)
- some characters that would buff others (bard?) is idea to think about, and something like heroes maybe?
- some tower upgrades (like tower archer that does a bit of damage)
- spells is something i found a bit odd - like you rarely get them, upgrades to them feel useless because of that, and for the most part you just ignore them. In some sense i feel they are in this state kind of useless and need some rework (maybe better chances but less powerful?) or perhaps a better idea would be to remove spells from packs and make them usable, or you could just add spell packs with limited stock. It is a thing that I think requires some careful thought. Let me know what you think
Demo right know feels really good, and perhaps you should just ignore most of the stuff I pointed out and just focus on things that are necesarry to not drown in lots of useless additions/reworks. But still, let me know what you think.
Hope it will work out, good luck and thank you for some of the best incremental games i've played!
Hey, thanks for playing the demo and for the feedback! I'm very happy with all the love that the demo has been getting :)
- I have a necromancer implemented in the game since very early, I decided to leave it out for now as I thought it could feel repetitive if there were another skeleton related unit along with the Raise Dead spell and the few upgrades that makes skeletons spawn. But definitely adding him to the game at some point.
- A bard that buffs nearby heroes would be fun, with upgrades that adds more types of buffs.
- Tower upgrades is something I'm planning. I also have a couple of them implemented but decided to keep out of the demo for coesion, there was a lot going on already. The ones I have are some spikes around the tower that return damage and a lightning rod that casts thunderbolts every few seconds.
- Yeah, spells are so rare that you kind of leave them in the background and upgrade them only when its cheap. I want to implement some sort of choice that you have from time to time that shifts your build towards a unit or strategy. Like getting to choose a leader, and there's a leader that makes spells more powerful and more likely to appear, there's one that makes skeletons more interesting and so on. Not sure if this alone would solve the spell problem, but thanks for pointing that out.
It helps a lot reading feedback like this so I know what to focus on, my goal is that the full game is just as fresh and interesting as the demo. Thanks!