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KingKane

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A member registered Apr 14, 2019 · View creator page →

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To be honest most of, if not all the bosses can be done the same way once you have an idea of their pattern such as first boss usually follows pattern of Sword, Spin, Dash. or the second boss, who is in my option the hardest boss since he both summons and has the shield which is a pain to deal with unless you have multiple attacks queued or poison. If not a swap position attack a rotation attack can be just as effective for them and having a knock back such as Dragon Fist for when the boss is right up on you and you want to do damage and avoid an attack like swing or sword.  The third and final boss can be tricky since they bring the ranged element and as well as having some attacks with "Effects" on them such as the freeze arrows on the final or the double swing from the third.  Most of the time the thing which will get you is not the bosses but the main enemies from the stages prior to them.

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Hi Roboatino, I meant to bring up a bug I found the other day during the "Bo" run.  On Stage 3, the Sunset or Orange stage, the grapple enemies had a weird interaction. If the Grapple Enemy (GE) had to pull another enemy towards it to attack the first strike of the grapple would count 100% of the time but on the 2nd sword attack would hit maybe 10% of the time. If the GE had someone directly behind them or if they had previously pulled the  close enemy both attacks  would hit 100% of the time if you bowed them.  I don't know if this is a bug or a friendly fire mechanic.

Another thing I would like to suggest is on "Swing" the tile for it to rotate the character's orientation when used.  For example if say boss 1 used it since it doesn't use double swing it would be facing the opposite direction when the spin is complete.  Where as if boss 3 uses it since it uses the double swing affect it would be facing the original orientation.

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Ok I wasn't the biggest fan of "Bo" at first but after taking it early on my "Hard" run with the wander and getting a 2x CD reduction; a 1x CD; and electricity.  It single handedly soloed every boss... With help from my other damage sources.  But having the ability to rotate the direction of an enemy to make them miss is fantastic.  The poor Shogun was like a spinning top. XD... Brings to mind the song covered by Alvin and the Chipmunks singing "You spin me right round..."

It allows you to play the tile without triggering the enemies' actions.  It can be good but i generally only use it if I I can reduce the CD to null before picking it up since there is a cap of 7 CD.  Though I have seen a few tiles with free play go just above 7 CD so I'm not sure if there is individual CD limits per tile or if there is a grace limit to allow you to pick up the upgrade if its within a 7~8 max CD

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Thanks, I've also found smoke bomb while standing on top of a trap helps.  I finally got a good bomb run just to get  surrounded by the dash guys right before the boss XD.  Btw do you know if it's supposed to default back to normal if you die in hard mode?

This game is very awesome!  I do find it hard to use the trap and bomb.  Especially the bomb b/c it lays it at your feet  and you have the "Shadow Dash" + a free gap between enemies it difficult to navigate away from the bombs blast.  The trap however is fairly easy to use except for the cases where you throw the trap on top of an enemy, they move towards you and unless you have the push guy you have to either find another way to kill the enemy or to do  some mental gymnastics to finagle the enemy back into the trap. My suggestion would be to either make the bomb spawn 1 more tile away from the player or may have an upgrade specific to the trap and bomb for them to be thrown an extra tile away from the player.   The only other thing I would critique would be the steep reroll price inflation for doing multiple rerolls especially if you want to cycle thru the upgrades since you only get one upgrade option.  I don't disagree their needs to be a higher price per reroll but if for example you get 3x "Free Play" which cost 5x charges but you don't have any tile which can take it and you are locked to take it.  This will softlock the game for a  player.  I do see the amount it goes up by is 2 at a fixed rate but early on the  amount of coins a player would have will be limited.  I would suggest maybe 1 free reroll and then it goes up by a fixed amount or have it stair step price rate increases by region. Example would be rerolls in first region would increase at a rate of 1, region 2 by 2, and so on. And in some case since a player is forced to chose and upgrade or tile and can not skip some cases a player might just save money for the shop just to buy it out and not be able to spend any more since there is not a reroll system in the shop.  Either way this game is fantastic and I do wish you well in the development of this game.  This is a 5 Star game!

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I would like to give a suggestion for the game since you get electricity fairly soon but most if none at all the electrical turrets there are no anti-air especially in the heavy air early game.  even it is a super early and weak one it would be great especially for those(like myself) who only like to run full electricity.

I do not dispute that but what i was referring to was the distance plays a part in the distribution of power as well so if you have 3 lines connected to 1 node and farthest one has all your defenses then it would loss out to the other 2 nodes unless you stored some power during the round so that you had a reliable source when the wave came Generation is a key but distribution is the bottle neck unless you want to waste resources to build redundancies 

It helps store excees energy so if your power supply gets cut off or if your suing to much energy from a large distance to high drain machines so they dont loss enerygy to fast.

I do see kind of what your talking about but Anuke's dev log has a link to follow to get to the change log on his github page

Yeah that boss freaked me out b/c I had the whole place on lockdwon with only a few point defence setups and that came out of nowhere.  when the round spawned in i didnt notice the health bare and was across the map then it came flying and instagibbed me XD.  Lets just say when round 40 hits unless im there to soly kill that boss i leave asap XD

True on the bigger maps it would help out but that was the only solution I have at this time b/c i use it to respawn at my choke point as an attacking or healing unit

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I really enjoying the game. This tech tree is super awesome, mainly b/c its so extensive.  The only things i would critique.

1. The game seems very short compared to the tech with a rapid jump in difficulty once you get to the thorium levels.(super fun though still)

2. I have only found a very few amount of the campaign maps that allow you to fully utilize the thermal generator or even the Thorium generator b/c of resource scarcity. 

3. Its impossible to use the thorium resources in early part of the campaign (As of where I'm at right now) which goes in to its very difficult to grind for phase materials b/c the levels that give you access to the materials only one gives you direct access out of the gate.(Nuclear Complex)

I really enjoy this game and look forward to any upcoming changes

If you build the techs that upgrade your body they act as teleporter if you die you respawn at the  lastest upgrade point.