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DoubleXP Game Studio

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A member registered 96 days ago · View creator page →

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Thanks for the feedback! We are aiming for Warriors to have a high skill ceiling, but conversely it means that is up to us not only to tune difficulty in a way that is inviting but not trivial, and also properly teach the nuances of the mechanics. We are going to address some of the issues you mentioned (Ice slowdown is getting a significant buff, for instance), but while we make those updates, here are some tips when you have time to test the game again:

  • Choosing Towers and Spells will unlock Stats and Relics relative to that item Attack Type and Element on those upgrades pools (a Fire Short-Range Tower will unlock upgrades for Fire element and Short-Range attack type). That also means each different tower and spell choice will make those pools bigger; so it is recommended to focus in just a couple of elements and attack types.
  • If you are focusing on Tower upgrades, remember you can just carry a Tower around instead of using your Weapon
  • Upgrading tower give exponential damage buffs, so a Lv.2 tower gives 2x of base damage, a Lv.3 gives 4x, Lv.4 gives 8x, and Lv.5 gives 16x the amount! So a single high level tower can carry you to the end.
  • Each element you enchant your your Weapon with will increase Weapon  Damage by around 25%, so for Weapon builds try to get at least a single upgrade on them!
  • You can only upgrade your elemental damage once you enchant your weapon with that element, so do that if you are specializing in specific elements.
  • Constant contact attack types, like Aura, Trail and Line, are much better at giving status effects than single contact like Projectile and Explosion. Think about that when changing towers elements!

Also currently the most busted builds are centered around Critical Damage and the Energy element (as the Energy status effect makes enemies explode, you can create chain reactions to wipe out entire waves. Thanks again and see you next time!

Hey asdasldo, thanks for the detailed feedback! We are still in the act of balancing the enemy escalation, as some of our tester find the game actually easy, if you can believe! But general impressions from this new build points to it being a bit too tough, so I'll be rolling a patch later today to address accessibility, lowering enemy HP gain a bit and raising the gold drop rate.

Hello everyone, we have just update a new version of the demo for our newest project, Warriors of the End, on itch:
https://doublexp-game-studio.itch.io/warriors-of-the-end


This is an updated and polished version of a demo that we uploaded early in the year, and are really happy with the result! The game mixes the typical pick-3 survivors-adjacent roguelike with tower defense elements, and I tried my best to address some of the gripes I have with the current state of both genres, like faux-complexity and confusing upgrade structures, in order to emphasize the good parts; coming up with cool builds and busted synergies.

We would love to get some feedback, so if you liked your time be sure to fill our feedback form!