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(+1)

Cool game! I would love to see information what the items do when I hover over them.

Also it feels kinda bad when you get one new item and it moves in such a way that it destroys the entire arrangement. I would love to see some "Lock item" option to protect some items from this.

(+1)

p.s. The ranger suddenly stopped attacking and nothing could change it. (There were no items on her)

The physics of the items is very annoying, especially when it feels like one needs to position and rotate some items carefully. When a new item destroys the layout one has to start all over again. This part is really not fun.

Thanks for playing and commenting! You'll be very happy to hear that in my new version of the game I'm working on, I've already addressed all the points you have issues with! Now items lock in place when you let go of them, there is a popup that tells you what items do when you mouse over them, and I've fixed the issue where units will sometimes stop attacking (this happens sometimes in this version if the unit's attack hits the last enemy who is already dead from another unit's attack. You can fix it by using a book on the unit, but really sorry about that bug!). I'm also adding an endless mode, saving, and the ability to recruit enemies to your team. I should be done with that update in the next week or two. I hope you come back and try it again :) .

(+1)

Very cool!

I'm looking forward to it. The concept is very interesting.

A few more ideas:

The start is a bit slow. If all Speed stats were doubled in the beginning this would feel more dynamic. (The start health of enemies in the first X battles could be changed to compensate for it)

The HP text on the healthbars is very small and blurry (at least on my screen (fullscreen)). Hard to read.

Right now the amount of new items feels too spread apart. Maybe you could add consumables, to increase the loot factor. This could be health potions, (temporary) damage up potions, (temporary) speed potions, revive potions and upgrade potions that raise the level of an item.

Once again, I've already beaten you to the punch haha. The way I calculate how fast units attack is also updated so units attack faster in the early game, the UI has been redone and the text is larger and cleaner, and since units attack faster in the early game, it feels like you get items more frequently. I don't have plans in this update for temporary items, but I do plan on adding item modifiers in a future update and one of the ideas I had for a modifier was "fragile" which makes an item break after x uses. So yeah, I think your suggestions are right on point and I'm glad you're looking forward to the new update!

Hey, just wanted to let you know the new update is out :) . I'd love to hear what you think!

I've just tried one run (and succeeded), but from what I've seen this is  a very good update! So many cool improvements. Congratulation.

Thanks! I really appreciate you coming back and trying the new update. That means more to me than you can imagine :) .