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50 ATK POINTS

this is probably the highest amount of damage i've ever or will get on a unit

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Really fun, an excellent addition to both the anti-capitalist necromancer and auto battler genres.

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finally

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I'm not a big fan of the newly added Royalist enemy unit. It does add some depth to some choices, but over all, I feel that it makes any strategy that uses ranged damage less viable making it so that my games look more the same than they did before.


I do really like the tier changes affecting summoning units, as it adds more depth to that strategy.

I also still very much love the game and I'm very happy that we're finally getting updates again!

My archer hit one royalist and completely murdered my one and only lifeline :(

My skeleton drank all his milk, now he is a Tank archer Tier 3.

Really fun game! Even after beating for the first time, i still test some new strats, the art is beautiful and the music is awesome, i hope this gets more uptades in future!

Bards and looping summons with the funny bone item is really funny. I managed to beat the king with only two hearts left, but two remaining ennemies on the other lines reached me. It still counted as a win on the results screen but I don't know if that's intended.

It is! But your necromancer probably looked a bit skeletonized on the results screen, hahahaha

new fav game

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REALLY good music! This is a great game and it took me two weeks of playing this for hours at a time to FINALLY beat it. 

I had already played other games similar, but this game haha is fire!!!

Just beat the king! The game is real' fun, and milkman×bigbone is the funniest thing. Also, the ability to use skelefriends abilities as long as you pause when they die is nice, it feels good to utilize, and helps make the enemy snipers feel less unfair (due to their lucky snipes). 


On the line of enemy snipers, they're probs the best balanced unit in the game, or at least a necicary part of lategame. They help teach you not to do unwinable stuff like archer-spam (based in to much rng so never feels good to play with) and the abuse of low level/hp dudes like nurse or the knifedude (helping you develope different strats and value more towers roles). The ability to remove their bows with curse is nice, same for enemy sheilds.

My favorite strats would have to be milkman×bigbone (THE POWER!!), bard×sillyskull (bonezone💀), and sheildubus×farmer (all yr brianz r belong 2 uz).


Keep up the good work!

I loved the game and its cute style, the strategy part is really well done and balanced, it gave me a big challenge trying to beat it. Love the game!

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Awh, thank you so much!!!

This game is really very good and one of my favorites here on itch.io, but after the last update, when downloading this game, it comes with the trojan virus, a problem that didn't exist before and only with this game, another games from itch.io are downloading without viruses, I hope this problem can be resolved soon, because as I said, I love this game, and it would also be a good idea to have an option to regulate the game's sound, I hope these constructive criticisms help in the development of the game =)

Awh, thank you so much!

It's not a trojan virus, it's just that i develop with an ancient version of Gamemaker. It's a false positive! It probably happened too with a previous version.

It's a false positive with "executable builds" (so, like, when you download the game and it's just an .exe instead of a folder with a  bunch of files, i prefer this option as it's a small game and less hassle for people who download it)

If in doubt though, i respect if you don't download it! The htm5 version is the same, so you can play here! (:

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I love the overall game, having 3 lines is so cool and graphics are cute to look at!

But if you can please rework the battle screen! I don't know if this would mess something up, but every lane moving at once and having 2x-3x speed would make the game much more enjoyable and re-playable.
I do really love it, especially how many depth 3 lanes give

I think having all lanes move at the same time would be too game changing, but I do severely want to add X2 speed. It's just that the game is so badly coded, oops. 

One day for sure, though, as I want this to be big enough to publish it on Steam!

True it might be!
Hopefully you will make it one day into steam release!  It's a cool game with cool art

Deleted 86 days ago
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finally!!! i beat this game great !!!

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My second 10 hearts left run. Took a lot of calculations, but it was worth it. Placing your allies further back or forward in line can often turn a defeat into a victory, so pay attention to how many steps away from the enemy you want to be, or more rarely there may be a case where you put a ally two steps behind the ally in front. all of this matters.



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Nice! love the buffed viking and the succubi aimed at the knight!

Deleted 168 days ago
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There's a bug with "Rocker" & "Skull".

When a Lv.2 or higher "Skull" dies and spawns a lesser "Skull" it consumes one of the "Rocker" invincibility blessings but DOES NOT apply it to the "Skull".

I've tried it with every item and lane matching nothing fixed it. 

Maybe worth noting if you give the "Skull" the item that makes it summon "Bones" when killed, the blessing WILL apply to the "Bones" but still NOT for the "Skull".

Playing on mobile, doubt that matters though.

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Fixed!!! It was a coding error! Thanks a lot for reporting!!!

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Please nerf the Cadeirudo

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HAHAHAHAH

Please nerf this. The 3 Dmg (1, then 1 and 1) is too much. I say instead of dmg, he should inflict a curse on who he hits.

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Hmm, I'm starting to think of nerfing him indirectly, maybe with a new enemy unit to spawn alongside him, so he is not that prevalent? hmmm

I felt like that a lot too, but i see that this enemy is the equivalent of a mage, so i don't know if he really needs to be nerfed, maybe just spawn less? I learned that by focusing on spreading allies with lvl 1 or lvl 2 is way better early on than focusing on getting lvl 3, and this helped with this enemy. The frustrating part is when they spawn together at a focused lane and destroy your no hit run lol but maybe it is still the players fault, lots to learn while playing.

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What a shame, I was so close!

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plz add new content, i just need more

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^ This.


A couple dumb requests:
I feel like a "Teleport" spell to swap the location of two of your troops would be cool as hell, and tactically very deep (while having limited direct "power".

I feel like have special ending if you manage to hit the king with a Level 3 Succubus would be cool (high level succubus are generally kinda pointless, but having them gift a special ending feels like a cool trade off for the investment?)


I feel like a "bomber" skeletonne with bad stats, but high castle damage would be awesome.


Uhhhhh... Oh! and not sure if it's good gameplay, but having a UNIT which grants spying would be cool (possibly replacing the "pay two gold to spy" thing?).

Not sure.


Overall, the game is beutifully balanced, and now I just want other things which mess with the balance in interesting ways.

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ooh good ideas

at least someone is clever

do soemthing with those ideas!

i think we need characters that have selling effects or on death effects, and maybe more on kill effects

i also think we need guys that obviously cooperate with each other and make combos:

ie 'kill in lane heal allies by 1' + 'when healed deal healed damage to all enemies(or lowest health)'

buta anyway id like to see some stuff thats similar to super auto pets: its really good and just like this game just with more content(one drawback is that upgrades are underpowered and characters sometimes have useless abilities)

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One day! I got some stuff planned, but I need a looooot of work done in the code of the game before i can add anything (the code is a bit... bad, oops)

it's a miracle it works lol

First alive victory! after too many attempts...

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After MANY MANY attempts, me and Ninegardens have beaten the 6 turn record. 2 whole days of attempts, strategy's, and pain. 

I am Proud to present the mythical 5 TURN WIN!!


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I thought you died if you got to 0 health even if you killed the king so I reloaded just before I could see the win screen

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painful

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5 turns I wanna try to match that so I got some work to do

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HOLLY MOLLY! I had cleared with no damage at all! (Got quite lucky with two early Lv.3 mausoleums and enough flying skulls.)

Now i can considered game completed and won.

My best run yet. Wish I'd got the photo just before the battle started, but I wiped the floor with them.

Don't read this if you want to figure everything out by yourself but on maxed flying skull with bones and a bard can carry a whole line even if they seem weak.

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6 Turn Victory. 

Hell. Yes.


Piles of Level 1 summoners are the way. Also, judious use of spying, and deliberately "losing" lanes where the castles is strongest so as to push through 4 summoners in the lane where they are weakest.

Also, flying Skulls+funnybones is hilarious.

Ha-HA! I won!!

Delightful. It took me a while and no small amount of luck but I'm DONE! I had a great time. I have some gripes about the games, but a quick look through older comments let me see that people have already covered most of what I had to say! So I'm only left with one question, do you intend on making sweet sweet m3rch? I'm spelling it like that to avoid bots but like, look into redbubble or something all these designs are gorgeous.

Excellent game! Keep coming back to it for daily replays, even though it's easy to beat with practice there's a particular satisfaction in testing and tweaking different builds and upgrades. Really great job and can't wait for the expansion.

That being said, through lots and lots of playtesting there's a few super annoying bugs, and there are also some balancing and QoL suggestions  I have.

Bugs:
-The level 4 rockstar guy does not always grant blessing to summoned units. When this happens, he makes the sound and animation, but there's no effect. This seems to often affect in particular the floating skull (I think the first spawn will almost never get this), and also where a summoned unit has another item (i.e. shield). This means that paradoxically, it becomes a disincentive to upgrade your summoner guys to level 3 (as when it dies it grants the two summoned units shields), and also it means shield is bad to give to your floating skull.
-From necromancer level 3 onwards,  merging two level 2 units/items spawns a level level 4 bonus unit/item the first time it is done in the round. However, there is a bug where on the second time in a round, it doesn't always spawn. There seems to be no consistency or way to predict when this will or won't happen.

Balancing suggestions:

-The basic skeleton should gain 1 coin on merging to level 2.  This could create a fun alternative rush strategy, where you could buy 4 things on turn 1 instead of 3, which offsets their poor stats. At the moment, if on round 1 you have 2 skeletons in the shop, while you can buy both, this only gives you 2 extra gold (12 total) which means you cannot buy an extra guy on round 1 as the shop starts with only 3 units to choose from, so you have to waste the extra 2 coins.

-The wizard - too similar to the archer, and not powerful enough to justify the level 3 investment. Main issue is that no matter how many spells you play each step, the wizard will only shoot once. Whereas you want to use your spells often multiple times at the start (e.g. curses to remove items from archers, or to maximise effect as there is only so much space to walk).  My suggestions: A) Let the effect charge (so if you played 3 spells on first step, then wizard will shoot for next 3 steps) or B) make the level 2 wizard shoot two different random targets (level 3 shoots 3 different targets).  B) makes the wizard feel more unique too.

-Echo comments from a previous poster about it feeling underwhelming to upgrade the succubus.

-Excalibur: 2 HP is so underwhelming at level 3, needs a lot of support to make him playable and then before you can give him support you get to level 4 guys. Maybe an extra HP would be nice.

-Invulnerability spell: feels a bit underwhelming, not sure what can be done here but its rarely something I pick. I think the only item I've never

-Medic - feels kinda bad that you need greater than the HP you're being attacked before the medic healing kicks in

QoL:

-Please have an option for double speed! Game feels quite slow once you are trying to do a run and have worked out maths etc., and are just waiting for the shuffling to go through.

-Accidentally upgrading units when you mean to move them is super annoying! E.g. I have two level 2 medics, want to keep them on separate lanes, try to swap around and accidentally merge them. Can there be some confirmation step here?

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Suggestion: Some games, you can just breeze through it without worrying about positioning. But the majority of games, 95% of them, you end up losing because you didn't know where to place your pieces. If this is a "chess" type game, then rather than giving you 3 chances to look at your opponent, you should either 

A. Let us always view the opponent's board. This would be ideal, but it could cause the game to be much, much easier. 

B. Add an item in the shop that lets you view your opponent's board at all times at level 2 or 3. Combine this idea with C. for the best effect of this idea.

C. Have little arrows showing how many enemies are in each lane, even if it doesn't tell you which ones that are there in the early game. 

D. Make it so you can view your opponent's board twice, but any subsequent views cost 3 coins.

Additionally, I think there should be four more additions as well:

1. Make the first reroll of your shop each time it's open free.

2. Add a health regen item to the shop. Just make it spawn at level 2. It costs 3 coins, is random in the shop like everything else, and regains 1 heart. The upgraded version the regains 2 hearts would be at level 4. 

3. Level 1 should have one more turn before moving to level 2, same with level 2 before turning to level 3.

4. Add a quick restart button that just goes back to where you click on the witch to throw the first bone in the cauldron.

So, option D above is already true (cost of 2 coins after 3 views). 

Option 1 above is also kind of true (you get given nine coins, so there's one spill over coin for a "free" re-roll.


Option 2 is cool. Note sure about suggestion 3 - what are you hoping to gain there? Personally I like the speed of ramp.


Idea 4 listed above is already implemented (little spiral arrow, bottom right, took me ages to find as well).

i killed the king but i my base didn't survive. Was that a win? or lose?

Heyo! I’m catsupnorth from NG. I ended up winning again (yes I’m still playing), and so I thought I’d donate some money and share some more feedback:

-Assassin is *really* good. Combos well with summons and tanks, and cuts through hordes like it’s nothing. Even Tier 1 is a great addition to any formation.

-Succubus + Shield + small HP Buff = Broken. Take 1 damage from anything (except Knights, which is just 2), insta-kill that unit, AND convert them to your side. Even Archers can only do so much to that.

-In general, I never saw a need to level up my Succubuses. Any hit, regardless of attack, already converts any unit, and health can just be increased manually. So, I thought of a rework:

Succubus L1: 1/2, spawns with Charm (On the first hit, convert the enemy.)

L2: 2/3, spawns with Charm (On the first 2 hits, convert the enemy.)

L3: 3/4, spawns with Charm (On the first 3 hits, convert the enemy, and heal self for 1.)

Hopefully that would break the Succubus + Shield combo (since you can’t have two items at once) and give an incentive to level up. I haven’t ever seen a L3 Succubus, so maybe that form’s enough to give a reason, but I doubt it.

-Excalibur and Wizard suck, but purplynecro’s review down there go other that pretty well. Viking is also outclassed by Sticky early on, and struggles against Supporters; which, when they pour in en masse, makes him bad earlygame and outclassed lategame.

-Skeleton’s L3 should definitely give you gold back, otherwise there’s not a lot of reason to merge the 2/2 L2s together.

And I think that’s it again! Keep up the good work up there.

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Loved it. Sold on the game as soon as I saw the art for the bard. Beat it first try, would love variable difficulty. Keep up good work, game is gorgeous.

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Literally impossible to win. I've tried multiple different tactics to beat the game and NOTHING has worked. Not to mention multiple glitches where summons don't spawn or gain buffs. It's also stupid how the fast forward option skips spells and such.

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i don't know if this is a bug or not, but for some reason the ratlings summoned by the ratfolk cannot have their attack buffed by the bard's effect

It's supposed to work that way! Their description says that they can't have their life buffed (I think it was the life rather than the attack)

However, lots of people are reporting it as  a bug, so I am thinking on reworking it some day!

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i absolutely loved this game

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Oh, after two months I found a little "bug". In 2nd LvL flying skull description are stated, that summoned single skull will be (2)(1), while actually it summoning (1)(1) skull. It happens only at battlegrounds.

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i won and died on the same turn

Consider adding a resolution option as on a 4k monitor the window is VERY small!

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Try alt enter! won't look the prettiest, but it works!!

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so this game is very good in both gameplay and game design. I love the style and we want a site or an extension where we could, for example, take on another boss - ( a demon king or a rogue dwarf. There's also the difficulty, which I think is perfect. I think the introduction of successes or secrets would be an added bonus (other than the two possible endings).if there's one thing I'd change, it'd be the death sound effects, which sound very artificial and fake, and after a while become unbearable.

Actually the game are not that hard as commentators claims. There are plenty of tactics to make really strong lane (my fav are nurse->thief->anything sturdy enough) or rush the castle (you can left unguarded lines while tossing lvl 2 units on easy lines).

Yes, there are a lot depending on luck with building lanes, but opportunities are everywhere. Calculate the enemy deffence-offense when spying! (I hate archers on both sides.)

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The game is pretty hard (4 wins out of at least 30-40 attempts), but it's impressed me enough to get myself to give an advanced critique, though I'm admittedly not very experienced in this genre.

First is the difficulty spike that occurs when Snitches are introduced, at the same time when the amount of enemies in general also spikes up significantly. (turn 4/5) I feel like that should be delayed to when you get Tier 3 units. There may be one on the turn that Knights and APCs get introduced since dealing with 1 is already tough, but a double Knight + double APC one is pretty much invincible. It'd be good to note the concept of Unstable Equilibrium since getting a bad round early on is going to make your chances of winning more bleak. The other part is feeling like coins are too scarce in later game, assuming you're not lucky with getting the building that gives you coin generation. Maybe nerf the coin gain for upgrading that building in exchange of extra coin gain at later turns? Or give more units that could increase coin gain.

Second is that spells don't seem worth playing around with unless you have a solid defense already. It's mainly because most losses are because you've basically let the enemy scale up too long, and spells don't consistently help against that compared to another unit that could do more damage to the castle. (Maybe make the king a little stronger at early stages but lower the castle HP instead?) Bat Curse feels meh at early-game, almost useless mid-game (where I'd say things get shaky) and niche late-game for removing shields from Knights. It doesn't synergize well with Bowies and Wizards. Skeleton summon feels ok, and the Blessing one I feel is mainly good for clutch victories. Personally, given the disadvantages of spells, I would make spells cost 2 coins instead of 3.

Third is whether a way to "banish" a unit for a price would be viable to add.

As for specific balance tweaks I'd recommend as well:

Maybe to ease the difficulty spike that a group of Snitches can bring, maybe lower the amount of Snitches but add a new Priest enemy for early game with 2 atk + 1 hp that can also heal enemies in front, which would pose a similar threat without taking 3 hearts if it gets by. (This may hurt the viability of Vikings, whom I feel need a buff the most out of all Tier 1 units anyway)

Wizards feel very underwhelming for a Tier 3 unit, given that it is essentially useless without spells and unless you're lucky enough to stack spells early, is an inferior Bowie. Also, the Wizard doesn't seem to be able to store multiple spells. I would either give it a damage buff + inflict Bat Curse at Lvl 3, or demote it to a Lvl 2 unit. I think it would also help to add another unit that benefits from spells by buffing itself on spell to encourage a spell-friendly build, like some magic golem.

Summon builds feel powerful if you get good rolls for them early on, even though they're difficult to set up, because they also have the benefit of hurting castles more. Maybe give some other units +1 damage to castle?

I'm conflicted on the Big Boned, because although it can get broken with enough support, other units like a buffed Sticky or a Pigman feel more reliable. But as a Tier 4 unit it doesn't have the tide-turning feel every other T4 unit does.

Excalibur doesn't really seem to be worth the buildup because its health is low enough that even with a shield and milk, a Snitch or APC will halve its lifespan. Personally I'd let the Lvl 2 to 3 transition double the attack and health, but maybe you have something better in mind. (Or maybe more front-line summons are needed)

On a final note, if you feel like expanding the game, I think a simple but neat addition would be different playable necromancers with different bonuses each.


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