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Really fun tactics game! Quite reminscent of TFT. Though, my main about this gripe is that compositions can feel kind of RNG dependent. If your luck is bad enough, you can just be stuck with bad units without any synergy. I'd probably suggest some reroll mechanic of sorts like 1 or 2 free rerolls per day or something. A way to see percentage chances for each rarity from a given pull would be really helpful too (e.g. 5% epic, 25% rare, 70% common, or whatever the actual percentages are).

The end of day bonuses are also interesting, but I feel as though the class specific choices affect too little units to be useful on most parties. Perhaps a buff to those bonuses or even a way to bestow classes upon different units could make those bonuses a lot more worth considering. A way to reroll those bonuses would also be great in lowering the effect of RNG and increasing player control and probability management on each run.

I also find the sacrifices quite expensive for what they provide, and they're usually all I end up saving for since I don't feel like I'll get them any other way. I feel like making them a bit more accessible could add a more interesting opportunity cost early on since I think their sacrifice already adds enough consequences to compensate and it lets you consider other options for gold as well.

Health not replenishing after each battle is an interesting choice as well, but I feel like there aren't much opportunities to heal outside of just hoping to get lucky with a pool encounter, which makes healer units an absolute necessity on every run. Maybe you could pay a certain amount of gold after a round to heal your party or just simply buy healing items at shops. Aside from increasing player control, I feel like it would add slightly more variety to team composition and provides a bit more opportunity cost with gold if you're not sure if saving money is worth its risk or not.

Overall though, I find the game to be an aboslute blast. It's incredibly fun and addicting and is heading straight to my wishlist. I look forward to watching this game evolve and can't wait to see it in full! Best of luck you guys :)

Hi Eminealth,

Thank you so much for taking the time to leave such detailed and thoughtful feedback. It's excellent! 

We agree that RNG is a bit too rabid at the moment and we're working on various ways to improve that. Some of those issues will be solved once we introduce the overworld and exploration part of the game, but free rerolls is something we'll consider.

Another idea we're toying with is upgrade tokens that can increase rarity of heroes.

We're also looking to introduce end of day bonuses that will give your group a specific tag, which will help with getting the combos you want.

Finally we need to introduce more characters that cover specific tags. Faith, Merchant and Thief are currently under represented. We have a whole lineup of heroes that will improve this side of things.

Agreed that day-level ups for specific tags needs to stand out more. Day-level ups in general needs more tuning and more variety.

Altars, is another place where we want to tune things more, we may add more free choices to make them more interesting when you have no gold. We also need to introduce more so you don't get tired of the ones that's there.

Heroes not healing between fights is a design choice, we want to challenge the player with death by a thousand cuts, but I agree that the ways to heal right now is probably too limited. Once idea we've been considering is adding consumable items, like a healing potion or a resurrection potion, that can take the spot of an item, but would provide powerful one time uses that trigger on certain conditions. We'd need these to be impactful enough to offset using an item slot for it, but I think it could be fun.

Thank you again for giving us a lot of great ideas and feedback. Developing in a vacuum is very hard, so really, really appreciate hearing back from you guys playing it. And also very happy you like the game so much! :)