Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hey, thanks again — this kind of feedback is really useful.

Update on the last batch:

  • “Run again” on the Expedition Summary — added, so the short early runs don’t force a trip back through town.
  • Zoom — it was already in there on the mouse wheel, just with no visible control, so it’s easy to miss. Added a – / + zoom readout in the HUD next to the speed buttons.
  • “Grass split in the middle” — not nitpicking at all, good catch. The scrolling background wasn’t tiling seamlessly and a seam was sweeping across the screen. Fixed.
  • Grass pattern being hard on the eyes when fast — noted. I want to see whether the seam fix alone already takes the edge off before I redraw the grass tiles, so I’m putting this build out as-is — would love your read on it.

One more thing — your idea of dropping the timer for a pure distance limit. I gave this a proper go, because it’s a good instinct. It splits into two versions and both hit a snag: if the darkness advances and you outrun it, that’s just the timer with a new label (a countdown in metres instead of seconds); if it sits at a fixed line further out, a run can stall forever with nothing to end it, and the town unlocks that currently depend on how far your army actually fights would collapse into “just buy more Lighthouses.” So the timer stays for now — but the framing you’re pointing at (Lighthouse = pushing the dark back, not buying seconds) is the direction I want, and the darkness now shatters instead of receding when an Angel finally breaks it, which came straight out of this thread.

More soon, thanks again!

Hey, so i tested the new version and will give some feedback:

Good:
Run Again Button - My Life Saver, this helps a lot with game flow.

Wall Animation - Finally you can see that this thing gets hurt, it was like a endboss previous versions :D

Vampire Barrage - Thats a really spooky part, i was like oh oh, i will die! As previous mentioned i like the animation and its a step in the right direction since everything else is more stationary and this wakes the player up.

Endgame - Now it is more challenging and i started scratching my head how to get further

Angel vs Darkness - Animation looks good!

Cycle - Good start for that system, also new unshockables are nice

---

Improvements:

Cycle - Cycle Bonus can be a bit more generous i fell. its kinda hard to get there now. reading single digits hurt my feelings :D

Scrolling in Town - Dont know why but i spin the wheel like crazy and still see Peasant House

Vertical Line in the Run - the horizontal line is gone, but know its brother appeared. its hard to see in native window, but in webversion it appears and if you maximize the .exe you can also see it.

Per March Ressources - Here you need to know, that this can be exploited if the user flees and starts runs in quick succession. Maybe Distance Traveled Multiplier instead. Gladly you have no Gold Mine, so this doesn't transfer into mid to late game.

Ressource Overflow - If the Ressources reach 6 Digits, it runs into the other icons, here you maybe need a conversion to 100k

---

Also i downloaded the client, since i want a save for future updates, hope you have save migration! For HTML5 Version, maybe a export button with save code is useful, so the players which use html can write it down and import later.

Best Regards!