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There are some interesting concepts here that appeal to me and I’m interested to see where this goes, but the current build is pretty frustrating to play. I tried half a dozen runs, trying a different approach each time, but every one ended with an abrupt wave wave that had way more “big” enemies than usual all seemingly with a couple stats that I couldn’t handle (absurd speed, absurd health or defense or knockback resist or something, etc) enabling them to just steamroll past my defenses and instakill me. (Edit: I did one more run to check what wave, and it happened at wave 11 (died))

From those runs, I got a grand total of 47 gold (150+ short for the first available $200 purchase?). Needs a lot of balancing work.

Aside from balance, I’d suggest making the pickups & xp more visible (maybe give them white outlines around their borders to make them pop more?) As they are now they kinda blend in with some of the background terrain and are easy to miss (I didnt realize things were even dropping until middway thru first run).

Hey asdasldo, thanks for the detailed feedback! We are still in the act of balancing the enemy escalation, as some of our tester find the game actually easy, if you can believe! But general impressions from this new build points to it being a bit too tough, so I'll be rolling a patch later today to address accessibility, lowering enemy HP gain a bit and raising the gold drop rate.

Appreciate the response. I gave the new build a try, but wave 11 was still basically a death screen. I can believe your tester finds the game easy, because I did as well all the way up until that point, but it sounds from your message like wave 11 isn’t meant to be the current end of content, so I’m not sure what I’m doing differently.

I won’t have any free time to play for a long while after this, but I’ll share my experience from this time as playtest feedback in case you find it useful:

I survived until wave 11 without getting hit, with a bunch of flame towers with the extra short range fire attack, always-away-from-princess knockback, higher knockback, multiple damage upgrades, player ice aura, I think a flame loop?, and emergency player speed to both quickly kill enemies & keep them away from center as long as possible. (fire was the last type of tower I tried out of all of them my previous playing, but it ended up feeling the strongest) When wave 11 hit, anticipating a lot of “big enemies”, I ran around with my emergency speed quickly hitting and ice aura-ing each to slow them and give me more time to damage them and have the fire do its thing. I did what felt like significant damage to them and I might have killed one there right at the end, but it didn’t really matter because they all steamrolled past my slow aura and flame tower knockback wall, collectively doing enough damage to KO me nearly instantly. It gave a strong impression that the wave is intended to not be able to be beaten. Having tried this with several builds, I’m not sure what you’re doing differently that makes it trivial, but hopefully you find a way to guide future players towards the solution. Good luck with your game.

Thanks for the feedback! We are aiming for Warriors to have a high skill ceiling, but conversely it means that is up to us not only to tune difficulty in a way that is inviting but not trivial, and also properly teach the nuances of the mechanics. We are going to address some of the issues you mentioned (Ice slowdown is getting a significant buff, for instance), but while we make those updates, here are some tips when you have time to test the game again:

  • Choosing Towers and Spells will unlock Stats and Relics relative to that item Attack Type and Element on those upgrades pools (a Fire Short-Range Tower will unlock upgrades for Fire element and Short-Range attack type). That also means each different tower and spell choice will make those pools bigger; so it is recommended to focus in just a couple of elements and attack types.
  • If you are focusing on Tower upgrades, remember you can just carry a Tower around instead of using your Weapon
  • Upgrading tower give exponential damage buffs, so a Lv.2 tower gives 2x of base damage, a Lv.3 gives 4x, Lv.4 gives 8x, and Lv.5 gives 16x the amount! So a single high level tower can carry you to the end.
  • Each element you enchant your your Weapon with will increase Weapon  Damage by around 25%, so for Weapon builds try to get at least a single upgrade on them!
  • You can only upgrade your elemental damage once you enchant your weapon with that element, so do that if you are specializing in specific elements.
  • Constant contact attack types, like Aura, Trail and Line, are much better at giving status effects than single contact like Projectile and Explosion. Think about that when changing towers elements!

Also currently the most busted builds are centered around Critical Damage and the Energy element (as the Energy status effect makes enemies explode, you can create chain reactions to wipe out entire waves. Thanks again and see you next time!