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chenxing61

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A member registered Apr 18, 2024

Recent community posts

Every time I swear to god, the left right jerry hint just doesnt provide any valuable information whatsoever and sometimes even plain wrong. On web version this is worse. On the demo this still happens sometimes.
Everytime they give me equal left right jerry despite the hint I just rage quits. (And later return to play other rounds.)


(1 edit)

fix ya hints.

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If you dont like spoiler plz dont read









Spam one type of structure one at a time.
The order goes wood->some mine that helps you move them -> 2 max wood camp ->2 max goldmines and then 2 max ranches -> and then do the same to the barracks and houses

lv1 barrack is weak militia
lv2 barrack is rock throwing militia
lv3 barrack is footmen
lv4 barrack is mages which do AOE
lv5 barrack is iron golem, strongest frontline tank.
In the end you need a lot of Mages and Iron Golems. So you can stay in lv4 for a period before building them into lv5.
After massing about 52 pop of Mages and golems I've beaten the game idle game style.||

Suggestion to dev:
1.Limited Conversion
Compare to delete, a restricted action that transfer different structure into each other is a much more elegant way to optimise the production line, a tradeoff of space and short term production block.
2.Better tooltip at barrack, or making different barracks.
I wish I can assign my barrack to produce either ranged combatants or close combatants.
3. More enemies.
Like flying enemies and cavalries that cut the ranged combat dubes?

Dont get negative happiness as 0 to -9 happiness have a -50% pop growth debuff, and anything below stops population growth entirely.
Also you might want to settle near food resources like banana and sheep, river can buff nearby farms to have +1 food bonuses after researching civil service.

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This is a masterpiece. Extremely polished and nuanced, a blast to go through even for a player new to the genre of dodging and dashing.
But be extremely careful when dashing toward edge of the screen as you have huge potential to do a tiny bounce into enemy, but dashing into the edge wastes the dash as oppose to bouncing off the edge. Dont aim at wall when you are close to the wall.




Dont read if you dont want spoiler

To get as many enemy loot when its a two hit kill:
start with a injured dasher, bait them to the corner to limit their mobility, kill the injured dasher while wounding the other. rinse and repeat if RNG is on yourside, you can also get many combo out of this.
 
To beat final boss:
1. YOU MUST Have all the damage, life steal upgrades to have a good time.
2. Keep boss's movement perpendicular so that no actue angle is produced, as actue angles are extremely dangerous to your hit box. Dont run to coners as its all actue angle produced by the map and boss path.
3. Ensure that you line up both boss and dasher, so that you can go back and forth the boss's damaging path via dashing twice.
4. If you do this strat well, you might even one cycle the boss depending on RNG.
5. My personal experience:
  Run to the middle of the bottom of the screen, boss goes straight down, dashers are running long distance to the bottom. I dash between the fresh line boss produced and kill a bunch of traveling dasher and damaging the boss, I won by this opening and repeatly do step 2 and step 3. I did it while all upgrades are purchased.

Oh I didnt know that was the case

Right now the gameplay is pretty barebone, but the gameplay is extremely polished and smooth for what it is.
I do have to wonder would we able to drag and select like in old school RTS? Or taking the roof off to assign the population some jobs? I do think just simplifing the job assignment to + and - is not the intention. If you are going to make assigning population tedious, at least make it fun, like the game has a religious undertone to it, perhaps we can develop cultures and festivials where people all goes to town square to celebrate and then it would be really convenient for player, aka the god to assign the job.

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Like I get the point of loops making things faster, but its not like I am going to use the same skill of doing a hyper specific thing faster later in the game. Its like really punishing.

Perhaps catagorise certain action as belong to the same skill? It would be easy to prevent skill farming too. 

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I dont like how the consumption is often made frustratingly frequent. Like I am consuming the supply while I fill a limited space with supplies. This guaratees death even after the first death? I stacked my backpack full and I still dies. Especially water, this chad hydrates like 10 second per bottle.

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Having beat the game for one too many time
1. The range of shooting should be shown in GUI instead of us just fucking guessing how long they shoots. We do not even have a scale on the map.
2.Putting units on the building should be taken into account. I put god warrior on one of the roof top and he killed everything on the first square. Its kinda broken.
3.Civlian should NOT charge into the horde with no reguard what so ever, I can't even comprehend their motive, and dont make it sound like my fault either.
4.More scenario, more units and barricades even, the game have awesome potential.