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both screenshots are definitely bugs, thanks!

and yea, the drag-to-move setting still does nothing

brief unit descriptions are planned to come with the tutorial (+ more when the progression system is added)

resources are definitely due for a final pass, something that makes them more fun, unique, and understandable

Originally the goblin caster was designed to throttle player unit count by giving the goblins an answer to overwhelming player numbers. Now that the player and enemy numbers are more tightly managed it does feel bad when the dethball gets particularly good RNG. As direct control over units is outside of the vision for the game I think the best way to resolve this would a combination of two changes:

- ability to see (at least vaguely) enemy unit composition before night so you can switch building upgrades and such more proactively

- some sort of anti-magic upgrade on one of the buildings (probably the tavern as there's still a slot available) and/or one-or-more anti-dethball units

one or both of these changes will likely be locked behind the progression system, and since progression is looking like a post-beta addition it may be a little while