There are no plans to add further features to the game. I am currently working on another project.
The game can chug quite a bit when there are a lot of characters active at the same time, especially late game. Unfortunately, this is the biggest issue with the game and I'm not sure how to go about optimizing the game more than I already have.
You are the first person, that I am aware of, that has defeated the game!
Instead of set difficulty levels, the item system serves as a "soft" difficulty level. So the more items you use, the easier the game will be.
The big challenge is to defeat the game without using any items. I will probably add an achievement for this later on in the STEAM version.
-Too much income from housing:
This is tricky. I don't want to add in some kind of artificial limit to housing income. This will add limitations to what the player builds. I will consider.
Thanks for the feedback!
In the next update catapults will move and shoot slower while in combat. They will also only show up on boss waves. Should make them less annoying.
-Clogged map and upgrades to buildings:
Housing can currently be upgraded (hovel->house->large house).
I did not include upgrades to production buildings as I wanted the building portion of the game to play like a puzzle game where usage of limited space must be considered. making buildings upgradeable would sort of remove this element of the game (just upgrade buildings and not worry about space). I will consider it though.
-Getting attacked from multiple angles:
I'm aware of the inbalanced difficulty from RNG of getting attacked from multiple directions.
Making all enemies attack from a single direction will heavily reduce the amount of strategy and tactics required to defend against waves (just send all troops to one direction to fight every attack wave). I will think of a way to balance this.
-Heroes feeling more unique and dying to stunlock:
I will consider modifying the abilities of the heroes to make them more unique.
In previous versions of the game, heroes were attached to units and only died when the unit died. If a hero lost all health, then they would be momentarily "knocked out" and would get back up when their health recovered. Unfortunately, this made for very jarring "sudden deaths" when the unit a hero was attached to died. To fix this, I made the heroes separate units. Now they will only die when health is depleted. This does make heroes much more vulnerable and required additional micromanagement to keep them alive. Maybe giving them more health will help. I will consider.
-More in depth leveling/veterancy:
I want to keep the leveling system simple. A elite unit with 30% bonus damage and damage resistance is very strong!
-15+ wave games:
Next version of the game will have 18 waves and a new boss.
Kingdom Under Fire was actually the main inspiration for the game. The battles in that game are amazing.
Too bad Kingdom Under Fire 2 is so different from the original XBox games. I wonder why they decided to make the game a MMO instead of focusing on a single player experience. It is definitely in development hell and will probably never be released.
In response to some of your suggestions:
"Demolish building don't give you back some resources"
-This is a good idea. I will look into it.
"If you lose Royal Guards you cant rebuild them"
-This is by design. They function like units from items (0 upkeep). Makes the player want to keep them alive. Although you can reinforce them if you have the resources.
"The hero should level UP like all the other units"
-Heroes hired from the Tavern can level up. The Lord cannot level up.
"Why I can't sell in the market extra stuff like armors and weapons, or buy needed resources?"
-I may add the ability to sell additional types of resources. I did not include the feature to buy resources as the player can just spam housing to get a very high income and use the gold to buy resources instead of producing them from buildings (makes production buildings redundant).
"Why catapults can shoots while in melee combat?"
-In a old build of the game the catapults could not move or shoot while in combat. In practice I found that this made the catapults useless and a non-threat. Because of this I made it so catapults could move and shoot even while in combat. I will try to find a way to balance the catapults.
Thanks for playing the game and the suggestions. I'll take them into consideration.
You can post feedback and suggestions on the discussion board of the steam page.
Regarding lack of space:
Town territory can be expanded by placing down Storehouses (they act as mini Keeps). You may have to clear out some neutral camps though.
If trees are blocking your building space they can be deleted with the delete tool (The big red X in the construction panel). You can pretty much delete any trees on the map with it.
Glad you are enjoying the game.
In regards to gold income:
You can upgrade the housing or place down service buildings (Chapel, Well, Market, Tavern) in order to boost income. Keep in mind that housing does need to be in range and have a road connection (except the well) to the service building in order to get the bonus. I've seen some players get a absurdly high income rate with a efficient housing and road layout.
Thank you for the kind words!
Balancing is definitely an issue. I've been watching youtube videos about the game (including Nookrium) and no one seems to be able to pass the 3rd wave. There will be some experimental balance changes in the next update.
In about 2 weeks I will be releasing the game on to steam. There will be a discussion board on the steam page where feedback and bug reports can be posted. I'm reluctant to turn the comment section on this page into a discussion board. I don't want to lose the comments.
I'm glad you enjoy the game!
There are currently no plans for a campaign. The game will be strictly horde mode.
My focus is on polishing and adding more content like new bosses, enemies, recruitable units, etc...
Not familiar with Battalion Wars. I'll check it out.
Thanks for the feedback on the game. Balancing is still a work in progress (its really tough to balance a complex RTS as a solo dev). Have you tried the farming route? Spearmen can be quickly acquired by producing leather armor (Grain Farm -> Pig Farm -> Tannery). Apple Farms are a really slow source of food and is usually a last resort for when farming or fishing is not possible.
Reignfall is a Real-Time Strategy game with elements of City-Building, Third-Person Action, and Tower Defense. Build a city and defend it against waves of increasingly difficult enemies. Fight against the fallen hordes by commanding your armies RTS-style or take control of your heroes in third-person and fight along side your troops on the battlefield.
Get the game: https://checkmaty.itch.io/reignfall