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Hi Ciew,

I appreciate your feedback.

I made the cost of fighters expensive by design (in the latest version, it even starts at 2000!), because it's the only base stat (not including a stat that's unlocked later) that is easy to max out. However, before long, you can buy 100 or 200 at a times (once you start earning millions of XP per run). I've actually been A/B testing lower costs with the latest version on CrazyGames, so I might still lower the cost in the end depending on how player react to the different costs...

To encircle effectively, you need to do some mouse movements. E.g. quick left and right movements, or spiral movements around the enemy swarm, though I might make the first floors easier to give more time to the player to develop strategies before enemy swarms get bigger.

Anyway, thanks for your feedback. That gives me direction as to how to further improve the game and I appreciate it.

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Thanks for your quick reply. 
Anyhow, I still couldn't visualise how to encircle effectively. Especially against a much more numerous enemies. The best tactics I've been employing so far is hit & run. Somehow, I clear floor 8 wave 6 boss with this pitiful stats. 

Somehow I beat floor 8 wave 6


Talking about stats, some stats make sense to me while others don't. Attack is simple enough. But health? Does that indicate your units max health? If convert's value is higher than health, will it be capped by health? Also how does heal differ from regen? How big is heal effect radius? Additionally, I couldn't really see heal & regen impact since individual units are so small. Adding individual health bars is probably not an option.

However, I do think a health visualise system could be created. What if the color of blob player controlling is gradient of health bar? Well, currently the player is red. But what if we allows each individual units to change its shade from red, to dark red, black the lower its health get?
Alternative color: make the player green at full health, then make units gradually change color from green to red the more damage they take.

This should help player see the effect of enemies damage, and heal & regen stats when they took effect.

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Units darken at low health, though when health is barely more than the opponent's attack, that effect may be hard to notice.

Health does indicate a unit's max health.

Heal heals adjacent units (if a unit 'walks' into a wounded unit, it heals it).

Regen heals units passively when they neither attack nor heal (so, when units move or stay in place, they regenerate health based on the Regen stat).

Convert can't give more health than Health (so, its effect caps at [Health]).

I might add some clarifications, a sort of rule book, in the future, as I've been asked these questions a few times already.

Also, if you play on mobile, I recommend switching to laptop, as the controls are better.

Tip (skip if you don't want): With these stats, I'd expect you die pretty fast (because enemy units kill your fighters in two hits). With some more health, you'll be better able to surround effectively. I might add hints in the future when a player should probably invest more in critical stats.