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(1 edit)

Awesome! I wonder if we could retain the fun of save scumming without forcing folks to actually save scum somehow. New mechanics time!

(1 edit) (+1)

Just add redeploy button. So, after deploy phase you can have two buttons, redeploy and attack. Also, reroll during choice. Just 3 rerolls after every turn would have saved me a lot of save scumming :)

(+2)

My suggestion to reduce the need for save scumming: have the Victory button lead to a better rewards screen giving more control over building synergy, before moving to the next boss.  Some options:

Let the player choose a category & then show the 3+skip (4 w/ cornucopia) Add Militia w/ options only from that category

Show a wider selection of Add Militia - say 9 options (3x3 grid) + skip, w/ the middle column showing the icons + description as the normal Add Militia screen, but the two outer columns only showing the icons (mostly just to make it fit on the screen, but also to encourage learning the icons)

An option to remove members from the militia - maybe including duplicates (e.g. sheep or replicating spiders that end up being dissynergistic)

Or maybe just the normal Add Militia screen, but w/ better odds of the rarer levels

(+1)

Another possible way to reduce the need for save scumming w/ a post-Victory screen: repeat the normal Add Militia 3 choice screen, once for each remaining health - so if a fight goes down to the very last health left, the player will have gotten 8 choices during the fight, and 1 after the victory (assuming normal health); while if the player has a nice build that wins on the first shot (maybe an Ascetic goes poof), they won't get any choices during the fight (same as now), but they do still get 9 choices from having 9 health left.

Sometimes it hurts badly to win a fight too fast.

thanks for these! yes we are currently working with these very issues, we've taken a lot of similar feedback and are hoping to implement something that works better!