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(1 edit) (+2)

I am here with a few other comments - probably because I am not good enough to beat the game (despite gradually getting closer to the end, Floor1-3  with 8/9 keys is my PB)-.


At the moment I feel like potions are really not worth it.
Like, they are tasty bait for my compulsive gluttonous Tiger Snake, but they certainly don't really help my troops.

I feel like they would be more useful to the player (not necessarily better for the game, I'll leave that to you) if the effects were more spread out.

Idk, maybe a Shrine of Healing instead of a Potion?
Something that heals a lot of monsters instead of just one, to be more clear.
It could heal everybody for a flat amount, for a percentage amount or heal to full until exhausting the healing (ex. it only heals 50 hp, they could be 50 on just one monster or  5 each on 10 different ones).


This brings me to my next point.
At the moment the only way to go forward is to get bigger and bigger, but it doesn't really feel that useful.
I feel like there should be incentives to getting more monsters, other than just having more monsters.
I feel like the constant push towards quantity gives a certain feeling of lacking quality.

There could be various solutions.
Of course, this will be all random examples.

1) Maybe the ability to sacrifice monsters of the same type to upgrade one of them? Or all of them? Like : 5 goblins in exchange for each goblin from now on having +3 to each stat.

2) Maybe the solution could be bonuses for having a certain quantity of monsters of the same type?
The Zombie build seems like a viable one, but I end up reaching the point where they are essentially spawn killed by 6 units all around a choke point.
It would be cool if, maybe, they gained  a bit of stats because of the fact that they are in a group. 
Something like "+1 to all stats for every 8 monsters of the same kind" just to make up some numbers with no basis.

3) What about Synergies? Everyone like Synergy! 
Or, at least, that's what office comedy from the early 2000s wants me to believe, but that's beside the point.
Necromancers + 5 zombies = Necromancers getting + 5 health and Zombies get +1 speed, but they also come out together with a shared , summed cooldown.

2 Stealth Wolves + 2 Shield wolves = All 4 of them coming out with a shield.

----------


I do realize that those ideas will probably be too much and that they could risk making the game too easy, needing more floors to be balanced.
Still,  they could be an inspiration for something good.

I am already grateful for the time you spent reading this comment and for the opportunity to play this entertaining game.

I hope you will keep up with the great work.
I will continue trying to win.

From a Defeated Loser, 
Be well!

(+1)

The difficulty is ever-evolving. I felt like the version Retomation played was too easy. At the very least, it was easy until 1-2, which is when you'd go on to win or get stopped dead and lose all 3 lives. When we added abilities, shields, and potions, that just made it even easier, so we had to ramp the difficulty significantly. It is probably too hard right now. I can beat it with some extremely cheesy tactics (because I know all the tricks),  but without doing that I do not win very often.

New people will never know what the older versions were like, so we're always trying to keep the posted version difficult enough. If it's too easy, someone will play it once, say, "That was neat" and never look at it again. The long term goal is to have progression unlocks (like most roguelikes) so that even a failed run will be worth it. 

What I love about your feedback is the specific examples. Anyone can say, "You should put in synergies," but giving us cool ideas for them is what is really helpful. Synergies, clan bonuses, and unit combining/upgrades are all on the list of potential features. Eventually you have to sit down and come up with them though and you run out of creative ideas. Those are all really creative ideas that are going in the idea bucket.

Here's a little secret (don't tell anyone): the minions are already divided into 4 distinct clans in the game code and have thematic stats and abilities: The Fiendish, The Enchanted, The Corrupted, and The Undead.

(+1)

The positive and polite attitude you showed in this reply almost made me blush, you Casanova!


Jokes aside, that makes me really happy.
It's always nice being useful.
I will comment some more if something get stuck in the ol' Mind Cogs while playing.
Be Well!