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(+1)

Thanks so much, I'm glad you enjoyed it! Menu collapse issue is top of my priority list, sorry that's such a hassle right now. I agree about the potions, one plan we have soon is to add persistent powerups that heal or boost as long as they're carried (similar to shields), which will be more useful since multiple minions can benefit. We have some exciting ideas for chests as well, stay tuned!

The difficulty curve still needs work for sure. I think once the power-ups are expanded on like I said above, we can use them to give the player some solutions to tricky situations.

Very true about the stat views, I will eventually be adding a minion management screen where you can more easily rearrange them, and will make the stats easier to see at a glance there.

The snake-mode will get some love soon. It definitely needs some tweaking to feel more responsive somehow, and I have some ideas about how to make that stage more interesting as well, with actions you can perform in addition to just drawing the path. I am also exploring different approaches of making more information available there, but I did try it at one point with tower range visible and found it to be too distracting. It's worth another look though.

Great ideas about the shop! One thing I'll definitely be adding is a reroll button with a cost, so that should solve the issue of having money with nothing to spend it on.

Items shouldn't be resetting each wave, although new ones are added. If you don't pick up a potion or coin on the previous wave, it will be there the next wave (and then everything is reset at the next level). I'll keep an eye out on that to make sure there's not a bug somewhere you're seeing with disappearing loot. And yes, as long as 1 minion makes it to the exit, you won't lose a life, but it will advance the wave counter which means more defenders, so you can't do this indefinitely. At one point at least one key was required in order to advance, and I think some text in-game may still reference this, so I'll check that and make sure I'm not confusing people.

There's a bug in the current build where a minion can be killed while they're exiting the stairs and it will leave the key behind there. This will be fixed in a patch update shortly, so hopefully that resolves the stairs key issue you're describing.

The "proc" is exactly that, it happens automatically on an interval. I will revisit this and figure out a way to convey that information better. Probably more clear to say "Every X seconds: Do a thing".

Multiple exits is a cool idea! I also have thought about the idea of dynamic and even hidden exits. I'll play with this at some point in the future.

Thanks so much for playing and for the amazing feedback, it's so helpful! I'll be posting regular updates so check back often!

(+2)

Oooo! Exploration with secrets sounds really interesting! Looking over my comment now, I realize I didn't mention any positives. The last few rounds being more of a victory lap was actually satisfying rather than anti-climactic. Also loved the cute, boxy pixel-monsters, elegant rules and novel idea.

You got yourself a fan who'll buy the game on launch cx