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(+1)

Love the music and the artwork. The game was a little slow to get going, could have done with a triple speed button, not just double.

Also the pricing of units was a little odd, spamming the weakest unit is the most cost effective thing to do. As you get more HP/Attack per gold on the 8 coin unit than the other two.

1st Unit has 10 attack/HP for example and costs 8 gold.

2nd Unit has 50 attack/HP and costs 50 gold.

But 8*5 is 40, so if you buy 5 of the first unit for 40 gold, you're getting that 50 attack/HP anyway.

The difference becomes even larger on the last unit.

A couple of balancing tweaks and this is a solid framework for a game.

Thanks you for the feedback! It was our first time making a game on our own and we have no clue about proper balancing. If you have any tips, we'd appreciate to hear about them so we can update the math for the post jam version!

(+1)

Generally you'd just want it so the better (more expensive) units end up being more cost-effective.

Basically all building stronger units does is mean you have to do less clicking, but ultimately you'll do worse overall.

The best unit costs 275 gold, the worst costs 8.

So we do 275 divided by 8, which is roughly 34. Meaning we can build 34 of the worst unit, or 1 of the best unit.

34 of the worst unit will have 340 HP and 340 Attack.

1 of the best unit will have 250HP and 250 Attack.

Obviously in this case, it's better to just spam those 34 units, and never touch the most expensive unit, as it's a waste of money.

It's a fine act of balancing to get a challenging and fair game, I think you have that, but it just gets skewed a little with the 2nd and 3rd units. The Player-Enemy power is fairly well made.

Much appreciated!