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Amoks

13
Posts
1
Topics
A member registered May 30, 2025

Recent community posts

Isn't there a problem with buffs stacking?

And its by far not my "best" turret, but others are not readable due to overlapping values.

I managed to win thanks to Excalibur with Blessing but it took me a while :D


It would be nice to have stats (lost game count, ...)

(1 edit)

I like the game but I've got some feedback to give:

- there should be a way to see all the stats (dodge, crit chance, crit damage)

- it isn't clear which stat does what, especially does dexterity increase dodge? But with the first point it should be clarified anyway.

- I can't complete the game because I have 8 level 11 characters and there is no way to send them to battle (max level reached even for goblins) . Of course I could sell them but... :-/

- even with a level 11 character, I get 2 shot if the goblins manage to hit me. And my setup is 3 chars giving 30% armor + 10% dodge to all the team + 1 extra (30% crit chance in the 1st team, 15% damage to all team in the 2nd). It makes it hard to understand the  reason for level capping and it also feels "wrong", it's not linear progress

- it would be great to have more epic loot (edit: more distinct loot, not more occurences) and maybe an infinite mode too

- as Forgotten said, being able to click on the exit options would feel more natural

Still, it's much fun, thanks for this game!

I found it!

Thanks for the help!

Unfortunately it's not on itch.io, it's on another game site: https://fr.y8.com/games/battle_towers

I guess it was 3D models, but it was pretty limited: you could zoom in or out (which also made the view rotate a bit) and that's it. You could not freely rotate the view, so the buildings and units were always seen from the same side

Thanks for the answer,

I've played it last year or two years ago but I can't tell how old it was then...

I've done researches on my side too, with "browser games" and "tower defense" tags on, but there are just too many games to reach the end :-/

Also I'm pretty sure there are (or were) walkthrough videos on this game on youtube so it's not an "unknown" game

Hello, I'm looking for a base or tower defense game, most probably a browser game that had the following features:

  • there were 2 sides with 1 "castle" and several buildings around it,
  • the vewpoint was top-down with 3D effects (using middle mouse button you could zoom in or out),
  • there was a night and day cycle, orcs were better at night, weaker at day and the opposite for the humans,
  • you had to send waves of units against the other base to destroy it, and you could send or recall them at will,
  • you could target one or several buildings to brand them priority targets,
  • the dead units souls returned to your castle to be available again,
  • units and towers could be unlocked between missions or temporarily in a mission,
  • some buildings provided with mystical energy allowing to use spells (heal buildings, units are faster, buildings are faster, units go berserk, ...),
  • there were 2 campaigns : humans first and then orcs,
  • each mission came with certain challenges, each one providing a "star". Like "win before the 3rd day", "kill N humans using traps", "destroy the base with the towers", ...

I'm not quite sure I played it on itch.io but there is a good chance it was, but I wasn't logged in at the time so it's not in my history... :-/

I'd like to play it, unfortunately I can't with my AZERTY keyboard and for some reason, even when I use a QWERTY layout it's still using AZERTY inputs.

I'm not sure how it works with unity but in pure JS using event.code displays the QWERTY code regardless of the layout (when I press A, it displays KeyQ). Maybe that's how other games correctly handle non-qwerty keyboards, because I've noticed that half of the itch.io games (using wasd controls) correctly handle them from scratch, even without the need to remap them in settings (although the remap option is unfortunately quite scarce).

The main story is pretty well written but there are a few drawbacks in the game in my opinion :

- the interface (actually the engine it is based on) isn't the most intuitive, like having to right click to access the character(s) inventory and stuff, also it requires too many clicks for any action

- there is too much grind, either for XP or gold. Sure it makes the game longer but imho it's not in a good way

- XP gain logic is flawed (still in my opinion): 4 monsters together should earn more than the same 4 monsters individually, and the earn way less (and same for the gold but in a lesser way). Harder monsters (like Ghosts) do not give more XP than regular ones (a Minotaur for instance)

- it is unclear at first why some armors/weapons cannot be equipped

- the gun cannot be equipped by any character, unless I missed one?

- I tried the story branch where the King must be killed but I couldn't complete it because when I came back to the town the king already appeared dead, there was no way (big boat) to go to the castle island, and when I went back to the demon I couldn't talk to it


But still, it was pleasant to play, thanks for it!

Thanks for the quick answer!

I love what you did with this game and despite a few bugs it's very playable as of now.

Hello, is there a way to manually save the progression?

I see it is possible to enter a seed but I don't see how to get it in the first place...

Hello, you made a very nice game here! It is really pleasant to play and pretty addictive too. Although it suffers from replayability.

Just a few bugs/improvements that could be fixed/made:

- Some Ideas Found don't show up (I don't know if it is only on my run or if they never do), like Dough Roller and Cream. Here is a screenshot for dough roller but cream is the same:

- The Options menu should be taller or scrollable because some options are not reacheable in many languages (french, german, spanish, ...), at least on a PC browser. Yet, it is really nice that you can change tongue on the fly and with no issue!

- An export feature would be welcome. I see no other option than to locally save and it means that you can lose all your progress if not careful :-/

- A way to "automate" some process would be nice. Like when you produce in farm, you may want to store the result in the Hot Pot, or when you chop wood, you would like to redirect to the Sawmill or to the Smelter.

- The grid (using foundations) could be reworked in order to have a little space between 2 cards, both horizontally and vertically. Currently you can only have 2 placements: too close or too spaced (see screenshot). Having a little gap (maybe customizable?) between 2 cards in the grid would be a nice enhancement.

- Some interactions are not quite intuitive. Like why some classes (cleric, mage, druid and rogue) are only available to a settler, while all the others can be chosen at any time? There are also some items we don't know what to do with (the Holy Grail, the Amulet, the Golden Goblet and the Rabbit suit). Maybe they really have no use or maybe my experiments where unsuccessful. A way to tell when an item is "final" or can be combined would be welcome.

Also, there is one enemy I could not find (between Cobra and Spider in the journal), despite having no unknown card left in any location, in any booster and despite having heavily used Random Events. Yet, I know the odds can take quite some time. For instance, I had a hard time looting the Grail.


Despite these few minor points, the game is really good and a lot of fun and also completely free of ads and micro transactions which is very welcome and not so common nowadays. Well played :D

(1 edit)

I love this game but unfortunately I cannot go far because of an exception that will always occur between turn 8 and 16 (it seems to happen when I have many people or buildings) in Chromium:

RuntimeError: memory access out of bounds
  at <a href="https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-functon[8975]:0x34bb6d">https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-functon[8975]:0x34bb6d
</a>  at <a href="https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-functon[9067]:0x362450">https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-functon[9067]:0x362450
</a>  at <a href="https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-functon[9064]:0x3618bc">https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-functon[9064]:0x3618bc
</a>  at <a href="https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-functon[81437]:0x1afca94">https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-functon[81437]:0x1afca94
</a>  at invoke_viiiiii (<a href="https://html-classic.itch.zone/html/12916851/Build/Builds.framework.js.gz:10:384714)">https://html-classic.itch.zone/html/12916851/Build/Builds.framework.js.gz:10:384714)
</a>  at <a href="https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-functon[9066]:0x361cda">https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-functon[9066]:0x361cda
</a>  at <a href="https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-functon[47953]:0xdeee28">https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-functon[47953]:0xdeee28
</a>  at <a href="https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-functon[56291]:0xfabfe3">https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-functon[56291]:0xfabfe3
</a>  at <a href="https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-functon[56075]:0xf9e8ba">https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-functon[56075]:0xf9e8ba
</a>  at <a href="https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-functon[56146]:0xfa3ac2">https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-functon[56146]:0xfa3ac2
</a>  ...

I don't have the full stacktrace because it isn't displayed in the console, only in a pop-up, and I had to retype it so there may be errors although I double checked.


In Firefox I have a different error (day 13, 18ppl, 22 turrets, 6 houses, 3 wells/farms/quarries, 16 walls and like 20 dunes) :

RuntimeError: index out of bounds
  @https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-function[8975]:0x34bb6d
  @https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-function[9067]:0x362450
  @https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-function[9064]:0x3618bc
  @https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-function[81437]:0x1afca94
  invoke_viiiii@https://html-classic.itch.zone/html/12916851/Build/Builds.framework.js.gz:10:384728
  @https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-function[9066]:0x361cda
  @https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-function[47953]:0xdeee28
  @https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-function[56291]:0xfabfe3
  @https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-function[56075]:0xf9e8ba
  @https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-function[56146]:0xfa3ac2
  @https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-function[59154]:0x1028a68
  @https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-function[61380]:0x1057c7e
  @https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-function[81430]:0x1afca32
  invoke_iiii@https://html-classic.itch.zone/html/12916851/Build/Builds.framework.js.gz:10:382180
  @https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-function[61364]:0x1056d15
  @https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-function[1019]:0xc26bf
  @https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-function[80660]:0x1aad157
  @https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-function[77716]:0x1a3559c
  @https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-function[73083]:0x17a064b
  @https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-function[73084]:0x17a0660
  @https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-function[74404]:0x187ec16
  @https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-function[75271]:0x18f612e
  @https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-function[75210]:0x18ec95d
  @https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-function[75210]:0x18ec9d1
  @https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-function[81405]:0x1ae078a
  @https://html-classic.itch.zone/html/12916851/Build/Builds.wasm.gz:wasm-function[81435]:0x1afca6e
  browserIterationFunc@https://html-classic.itch.zone/html/12916851/Build/Builds.framework.js.gz:10:207319
  callUserCallback@https://html-classic.itch.zone/html/12916851/Build/Builds.framework.js.gz:10:160941
  runIter@https://html-classic.itch.zone/html/12916851/Build/Builds.framework.js.gz:10:162197
  Browser_mainLoop_runner@https://html-classic.itch.zone/html/12916851/Build/Builds.framework.js.gz:10:160477