yes i can it works well
CrisLoyal
Creator of
Recent community posts
Try it. I'm in favor of removing per level energy. I would like that we could upgrade the energy you have and/or be able to reduce the cost of turrets. Are you going to make that the only way to power your turrets is with a generator? can you place those generators anywhere or just in specific points? can the player put many in one place? if the generators are destructible i would need more sandbags lol.
first thing first i really liked the game its quite fun, my favorite map was the "ice" one and i beat the final level with a combo of flame throwers and cannons. i liked managing the barricades.
but there's a problem and it is the energy and the gun caps which do the same thing, if you want to differentiate with "we have an orc problem" i would stick with energy since it has a lot of potential for flexibility in which guns you can field and other game mechanics like something mentioned in Fort Kenmei's video something like putting generator in the tracks and idk making it power some turrets locally and give them like 10% more damage. that way you could have like layers of defense.
Also instead of making gun caps i would have energy upgrades and energy efficiency upgrades that reduces the cost of the guns so you can field more.
If you care about it being too easy i would say don't worry the thing about this incremental games is that you can go at your own pace. if you want to introduce some challenge something like achivements for not dying would be good i think.
also i didn't like the sound the spaceship make when collecting money it got repetitive
The tool is very cool though it struggles a bit with very small canvas (8x8 and 16x16). it seems that this does not work with voxels because when you edit the "model" it changes the original sprite.
This is really an awesome tool if somehow you could manage some workflow of 1. initial sprite- 2. a voxel model- 3. edit the voxel model toggling on and off the pixelation shader and changing the amount of pixelization/resolution- 4. pixel art touch ups on the export side while navigating with the arrow keys like you do now but between the exported perspectives. Could be a game changer for me
this has a lot of potential but for my needs of very small canvas it might not do the magic well enought for the moment.
i'll keep an eye on it tho

I saw the game on nookrium. Thoughts after playing like 7 times with humans. It seems that low tier unit spam is pretty powerful in combat and in early game is the only option you can afford and in mid to late game you have a lot of population space to spare so that tends to be my "choice". Mid tier and higher tiers units i've found they die to easily to lower units spam from the ai so the only profitable answer to that was to build most of my armies with bunch of peasants a wagon and cavalry or cleric since wizards and crossbow were so much more expensive and always had significant loses. idk if that was the intended way to play or not specially since the ai is not develop yet and can't counter any strategies. My balance recommendation would be to make more relevant higher tier unit which seems to be the more fun by making the 1 cost units cost 2 and lowering the price of the other a little bit because for example with peasants and fighters i am paying 3 times more for something that's barely 2 times better so with 2 armies of full peasants i would crush any army that the ai sent that was 3 to 4 times more expensive
I liked how you explored many platformer movements. The controls were good until the yellow cube i would have map that to another key or just right up set the numpads to change the characters that would have been more comfortable. Missed opportunity to make the enemies X or circles imho. The exploration was a little lacking since all rooms were the same color so i got a little bit lost at the end, an initial animation would have been good to set the objective. Overall i enjoyed the game, cool platforming




