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(+2)

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!

(+1)

Hey there Jordy!

I'm Dima, from Skystone Games publishing  team
I'd love to discuss the game, if you are interested :) let me know!

Deleted 4 days ago