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derelbenkoenig

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A member registered Feb 12, 2024

Recent community posts

how does the bard work?

ahh thanks, I hadn't tried that one.

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is it no longer possible to delete spinners? I tried clicking on the "head" and nothing happens, is that intentional? I can still use undo to get rid of them, but if I placed a bunch and want to go adjust one that's cumbersome

ahh, got it. nice.

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really fun concept. I am not finding it easy to solve these levels though (stuck on stalling 2). just to check, you can't rotate them counterclockwise, right? because if you could there are some arrangements you could make that should be legal but have no way to set them up

heheheheheh

full health

woo t7

never mind :) I guess gravity is additive

very confused on level 6... does the little square box thing do something I don't know about? I can't stand on it...

turn 12 (54 king health!) win. Still haven't gotten one earlier than turn 8 though (or maybe I got a t7 once, idk).

awesome. How did you do it?

no WASD :(

description says arrows or wasd but only arrows work I think

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cool game. absolutely baffled by level 18, any subtle hints?

ahh okay, it was basically what I thought I needed to do, I just didn't quite figure out how to line things up

how do you get the unlock codes for the level select? I keep having to start over when I refresh the page

this game is really nice, which I could use different controls though. 

same lol I don't get it

this seems really cool. but like the docs say "*EACH* line is executed every tick". That doesn't seem like what's happening, is that supposed to say "*ONE* line is executed every tick"?

nice.

dang is it even possible to beat level 10? It seems like you have to get 100% of the orbs, but some of them get stuck bouncing perpendicular to a wall near an edge so they will never get near an explosion that's in the middle of the screen

071D688754 was ok

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I just noticed if you have green energy and it's already all green you get a lot more points putting a different color and letting it change than if you just put green on top of the green. What mechanic accounts for that?

that was the run that got me over 10 mil btw :)

I did get one of my better scoring runs with green energy actually; I had already built up a good number of moves from recursion and enough green multiplier perks that I was able to use the twenty-some remaining turns getting a big full green score every turn until I ran out.

it would be interesting if there were still the dangerous perks that paint you into a corner, but a way to get rid of them later.

I don't exactly mind the recursion perk being essentially mandatory, but it could be cool if maybe you had another perk that gave you bonus points for how few turns you had remaining, so that way there could be a tradeoff. And like it could be nice if the limit of how many extra turns you gain when filling the tank didn't go all the way down to 1, or there was some other way to get more turns back

In a way there already is a multiplier that gets bigger as you go deeper... as you do have to start going deeper to unlock any perks at all. I think it might be better to just immediately start giving you a turn limit as soon as you place your first tetromino to prevent staying at the beginning forever.

I do find that a lot of the perks seem detrimental enough that the goal is to go as long as you can withoutpicking them up, which is unfortunate.

Overall I love the core concept though!

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I have had success with milkman actually especially at level 3 as it gives a shield in addition to the buff. and if you invested in milkman in early levels, then get a really strong unit later, you have the milkman immediately applying to the higher tier unit which can be better than getting (and leveling up) one of the earlier units like the spear guy or the viking which become underwhelming later on their own.

I think that's because bakers don't attack at all if they're not in the front, and when they do have an enemy unit right in front of them they only do 1 damage as a sort of last ditch effort since they aren't trained combatants. After all, the unit description says they do their healing "instead of attacking"

I've been noticing people often seem to put the card thrower in the third slot back, which punishes you for putting a chef there. I actually like a card thrower in slot 2 (from the front) since that makes it less likely to have the card thrower end up without a target for a few turns, and ideally the enemy put a tanky unit in front and you can eliminate the rest of them before having to finish that guy off.

I seem to have had most success (still not actually making it to 10 wins the majority of the time, but more success) by putting all my eggs in one basket; like one strong unit in the front getting buffed by priest/clerics + bards. Good options for the strong front unit seem to be the piercer (upgraded from spear guy -> hoplite) who hits the front 3 units for full damage; or the hiker upgrade (since auto equipping a bunch of equipment just makes it buff itself even more on top of your other units buffing it). The upgraded forms of Recruit and Paladin seem like they should also work but underperform as far as I can tell.

Regarding bards, people seem to favor going for the tamboriner route since that one not only buffs all your units but also has a range of 5 so it helps eliminate units itself.

There are units that hit multiple enemies but only one of the targets takes full damage and the rest only take a fixed amount, like poisoner, and that seems unfortunately pretty weak (though if a unit has "blessing" like from a paladin variant then it only takes one extra little hit, even only one damage, to get through that).

I feel like I'm not really very good at the game so I'm probably overlooking a lot and doing things unoptimally but those are some patterns I think I've observed

I came to say the same thing, I had a bike finish 3 laps. maybe you need more than that for it to count?

This game is fun but hard to control with a trackpad instead of a mouse, it would be cool if it had keyboard controls

Nice game! Very relaxing and satisfying. One thing is confusing me: the carriers will only pick up stone from the harbor right next to the road, and I've built more harbors that are just full of stone while the carriers have to wait for it to show up at the right harbor. Is there a way to force the ships to move the stone from those other harbors?

To test, I just deleted all my laser guns so nothing (as far as I can tell) would be removing the shield. As expected, the spikes still did damage through it, but I also did see a gunshot be able to kill at least one Rockster that was not on the spikes. So it must be that some portion of damage still goes through the shield.

Also, the descriptions state that the spikes, specifically, ignore shields, which would imply that the gunshot doesn't since it doesn't say they do, but are there any exceptions to that?

I mean, just, how does shield work in general? Does it block 100% of damage from turrets until the shield is destroyed, or does it only partially block damage?

When lasergun shoots an enemy with shield, is it possible to do a crit against the shield multiplying the shield damage, or does the crit chance and crit multiplier only apply to the regular damage on the health of an enemy without shield?

i got the upgrade that multiplies sweepers by flaggers, and it seems to be working but the display is showing that the sweepers are multiplying the flaggers by zero

26:32 is my best so far