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Heya, thank you for giving that another go and sharing what your thoughts. Will definitely keep the health change as experimental for now and keep collecting feedback on it, certainly changes things up but I hear what you mean. It sounds like you’ve really managed to optimise the strategies as well!

In earlier versions you did have much more direct control over the units, but at the time I thought it ended up feeling more like a ‘bad RTS’ that what I was aiming for. The Ranger and Guard cards are supposed to give a little bit of control back without the player having to give too much of their attention to directing units (otherwise I worry there’d be too much to think about), but if you’re still feeling frustrated then I can try leaning into this a lot more, like with your banner idea, or something similar to a guard post but that covers a much larger area, like half the map.

I agree the Homegrown perk is very strong too, though as I add more perks to the game your chance of finding it in a chest will become less and less, so perhaps it can remain as a lucky find rather than something you'll almost certainly get at some point? I do like your idea about the king's actions charging something too! I'd want to be very carful about adding any more systems to the game so it doesn't become overly complicated, but may well have a play around with that 😊. 

Thanks again for your interest and sharing comments, really useful to hear.

Yeah, I agree that controlling units like in a classic RTS could create that “bad RTS” feeling in this game.

But with the current structure, the castle in the center still needs some help from mobile units, not only fixed guards or spawned units. Sometimes the army just can’t get there in time, like I mentioned before. Even if they arrive before the castle falls, if all your farms are gone, the rest of the run basically becomes impossible anyway.

So instead of selecting and controlling units like an RTS, maybe units spawned from a banner/guard post could become loyal to that post, almost like a small patrol group attached to it. That might solve the problem without turning the game into direct unit management.

You could maybe even add a simple play/stop button on the guard post. When it is on “play”, the units behave freely, like this system doesn’t exist. When it is on “stop”, they return to the area around that post and defend it.

I think this would feel less like a tiring RTS mechanic, and more like adding value to the current idle defense + hero control style.

And yeah, I did try a few combinations and playstyles that made sense to me. I’ve actually had some ideas for making original games in this kind of genre too, because I think it’s difficult to design well, but also really fun when it works. Your game feels really nice too.

Good luck with the game, man :)