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dahn-1

22
Posts
11
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A member registered Oct 12, 2021 · View creator page →

Recent community posts

nice to see a new tile placer with such a smart design. this idea can go really far. please make desktop and mobile ports if you can. i'd say you should also sell any new updated versions of this game and leave this here as a demo. despite looking simple the game has unique strategic elements to it which makes it fun, i like it!

i would like to propose an idea to extend the gameplay with a few consumable items:

- to refresh the tile well,

- to choose which shape you want to select,

- to get one more random shape,

- to cut off a part of the current shape, by placing it partially out of bounds

you have a nice small meta-progression with the upgrades, so the consumables can also be there

also would be great if Skip action had an option to remove the selected tiles. sometimes there are multiple identical tiles left as the last turns, and you cannot place any, so you have to skip turns. it can be really bad like wasted 4 tiles. i think it would be better to be able to use one tile to update the well, but not place the tiles at the board. at least once per game, maybe using a consumable too

wow , congrats ! i was wondering if anyone has beaten my time yet . did you use more or less the same strategy ? (i showed my steps a few posts below)

"useless bandits" , huh ? ;)

love the game ! thanks

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nice long-run. 14 turns is not that easy, actually. took me quite a few of tries to get to 13, and then a few tries to get 14 turns. i believe 14+ is possible. (update: actually it is, i figured it out)

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finally ! turn 8 win !


it is very hard. i think it requires a dose of luck to make a good deck like bard-summoners with some heavy hitters like kobold. and the green book is a must-have - i didn't even expect that level 3 makes summoners instead of skeletons

curious if there are other strategies for successful rush and if turn 7 is theoretically possible ;[

...

and turn 13 ! :) trying to delay the victory is tricky too

this game is very fun !

nice fun gameplay ! thanks

i kept forgetting where to buy heroes in a fort or inn. would be nice to have a way to know what an object offers before going there. it's okay to leave it for player to discover for the first time, but after that a tooltip or something would help a lot.

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very fun mechanics ! thanks

small bug? report : after using Jewel Infusion (adding a random permanent gem) to the starting tile, it stays not only for the next levels but also for the next replays. not sure if it supposed to be that "permanent" :)

cool game, thank you!

there is a minor confusion with Assasin's description, saying that it attacks when an ally "in front attacks". first, it was unclear if this meant the ally in the front of the line or directly in front of the Assasin, and second there are units that can "attack" from any rank like Bowie and Stoner, but they don't trigger Assasin's attack unless they engage in melee combat. so i think it'd be better if Assasin attacked together with the unit in front of it, no matter which rank they are in

overall, such a high quality game, although very small. gives major plants vs zombies vibes and can be a huge success if you make an extended 40-60 min version

23:46 !

what a clever and fun puzzle ! thank you !

my strategy in a montage :

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some notes from this run :

since 20 i just started to sell and ignore everything that is not a house , sawmill , and academy . a cool trick that i discovered is that it's much more safer to build troops in the center of the map instead of houses . houses instead went unprotected far away from center and i really didn't care about them , they served as roadblocks for the enemies more than an economy building since sawmills pretty much covered all economic needs more than enough (couldn't take everything from the daily rewards because of the limit of how much you can hold) .

btw , fully upgraded farms are much worse than sawmills : farms with 3 tiles with about 16 gold on the fertile ground vs sawmills with 2 tiles and about 20 gold (if i remember correctly) . not sure if that is what you intended , but seems like there is no reason to invest in farms at all .

then i realised that towers give 4 population wich is 2 times as efficient as houses . and around day 30 i just started to replace peripheral houses with walls . then i just got tired and ran out of space .

and also , while you select a reward you can still place and sell stuff from your hand , which helps collect more cards than your hand limit . it is probably not intended but very important for selling useless torches right away since even when the whole map is illuminated you still get torch rewards .

great update with bug fixes ! now we need more space :D

thank you for notice :) will try it out again !

nice game !

some of my best recorded runs .

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great idea! but bugs make it unplayable, one with unmovable buildings, another one when days stop progressing, and another one when the game just froze.

update: bugs fixed.

poor Goldie! :(

freeze ftw. "all cards cost 1" is a trap. pick every 0-cost card.

also a suggestion: remove dice from the board on left mouse click. lmb currently doesn't seem to do anything and it is intuitive to undo the dice placement with it.

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fun! thanks.

bug: dice collector thanks you even when you change your mind and do not discard any dice

Music is good.

great game! thank you for the experience

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Prime suffering and arithmetic frustration.

Still love the idea of wordless games. When it speaks to you in its own language. Thanks for making this demo.

Great game. Are there any development plans for mobile?