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(+1)(-1)

Well, lost my first game within turns, this needs a tutorial... :P

If there are any updates for the promised Steam release, it'd be nice to have a bit more balancing for the orc and goblin classes and other units. Taking a unit to the library and getting Courier/Tamer or Ninja/Healer at the start of the game and having to restart the whole run because of how much harder those are to use than just a single Warrior/Miner, an Engineer, and infinite archers.


Maybe a way to increase the undead or monster units' move speed? Or more perks that effect any unit other than Goblin Archers? As things stand, spending time and money on any class other than Goblin Archer in endless mode feels like a waste

(+2)

The mechanic, where after some mining actions game gives me option of placing 2 rooms in random places is very satysfyng for me. Would you like to create a city builder, based on such mechanic?

This was an interesting little game. It was quite fun ^^ 

(+3)(-1)

Dumb question, how do I shoot with my goblin archer?

(+1)(-1)

Ranged minions attack automatically when they are aligned with enemies and you use turns with other minions. :)

But if you only have 1 minion alive (the goblin archer) you can't do that.
The game lacks a skip turn key so in this case the gobling archer would attack.

(+1)

When the steam version will come out?

How do you use the goblin archers?

(+1)

This team is amazing, this little piece, even small that it is, can make you invest in it until you understand it completely, you will die allot yes but you will get better every time, and every new game you will get to understand new pieces of the game until you complete it.
Amazing little Piece

Really really fun, even with controls being a bit funky. I just wish I could understand how to deal with the later heroes instantly killing my undead. Haven't even been able to beat Normal yet.

Love love LOVE this game. Got it in the Ukraine bundle, beaten the Easy and Normal modes, working on beating the remaining levels. One suggestion: would it be possible to make a more "economic" mode for people like me who are just trying to expand as much as possible? Perhaps setting a cap at the degree of difficulty of the fights in that mode, so that there's actually a chance for someone who's just playing casually to max out their technology and just focus on making a functional minion-dom. This would make the game perfect for someone like me, where the current "expansion" mode gets too difficult, too quickly. I get attached to my setup and it becomes a bit of a downer when suddenly I don't have the power to defend it or look away from the Wratch for one second too long!

(+3)

Do you plan on adding more content to these games?

(+1)

This game has the most puzzling balance issues in that it is heaviiy RNG reliant, but what is randomized is mostly actions that in other genres are in your control. Unlocking rooms might place them in a useful space or somewhere out of the way. You might get lucky and have a brickmaker + engineer goblin right off the bat or waste hundreds of turns without either or both. The shop might give you useful items/upgrades or a bunch of minions with no beds. Traps you buy might get placed somewhere useful like in a chokepoint or in a random corner where they will never trigger, and so on and so forth.

That and one of my runs was killed from finding the first 2 orbs right at once, but the third being so out of the way even with prospectors and torches I couldn't get it before getting bored of having to fight yet another 10+ heroes wave.

(+1)

Finally my dreams of building a dungeon and comanding minions has come true

Got this in the Ukraine bundle. It's really great, but mouse compatibility would be greatly appreciated for accessibility purposes.

(+1)

Hey! I played this game some time ago after it came out, and still feel quite positive about it still. Every time I see the link for it pop up somewhere, I smile and think about my time playing it. It's such a button-masher, but dang if there isn't some strategy involved! I appreciate the continuation of this style of game and recommend it as a top pixel platformer (if you can call it that, this game defies convention really.) And the bartender gag is pretty amusing. I've compiled some similar thoughts over on my blog. If you all are interested in what's going on here, here's a link: https://mrdavepizza.com/the-wratchs-den/ Thank you so much!

(+1)

Your games are very cool! 

But please, add mouse support a.s.a.p!

  thx

(+4)

Hey guys, really fun concept, been enjoying it a lot. That said, I think criticism is the highest compliment because I means I care enough to put some thought into it, so hopefully you understand I mean the following with love :)

I think the choices always being random make it a bit frustrating sometimes and hold it back from having proper tactical depth. Examples of this are room placement, school upgrades, anvil upgrades etc. I get that you want it to be sort of procedural, every playthrough is different, but what it actually means is if I don't get the upgrades I want, I either have to restart (frustrating) or put up with it (also frustrating). Probably not the design you were going for!

Also, I don't know if it exists, but some kind of wiki explaining all the different tech tree progressions and units would also be super helpful.

Then a few minor issues that may be bugs or me misunderstanding the controls;

1. dragons don't seem to have a way to shoot a fireball by choice, and often just stand there taking ranged hits without returning fire

2. there doesn't seem to be any way to skip a turn, or an option to manually fire arrows, so if I have an archer positioned on tiled floor there's no way to wait until enemies come to me to then fire arrows at them. Also is there any way to replenish arrows? with an upgrade or anything?

3. ninjas hide in the walls, but get hit back, even if their attack kills the enemy - surely it's a sneak attack and there's no time to hit back?

(1 edit)

Arrows (and darts to restock traps) are refilled after every in-game year.And yeah, besides the higher attack ninjas are pretty useless. Also hitting a wall by mistake is frustrating because it will cost you one turn, either from digging it or sneaking inside of it.

(+5)

There needs to be a save game/load game feature for when you want to do other things but don't want to leave your computer running.

(4 edits) (+1)

An automatic save function (after every turn) would be appreciated so that you don't get punished for being too skillful or lucky the longer the runs go (and they can get too lengthy too often for one sitting).

Also, an automatic version check would be appreciated as well (similar to that of Slice & Dice) so that you can be certain without much of a fuzz that you're on the latest build.

What engine is the game written on?

This game was made with the SUGAR engine which we're also developing! It's not publicly available yet, but you can find out more about it here: https://trasevol-dog.itch.io/sugar

(+1)

Yes! Definitely yes, it's a fun experience. $ 6 is like a cup of coffee at Starbucks. So I didn’t regret the $ 6 for this game at all.

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