Thanks for the write-up, that chain is a clean catch among others findings :D Glad you had fun breaking it, and thanks for the kind words. Will work on it!
LilChill Games
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Thanks for such a detailed write-up. Pretty much every system in the game is going to be iterated on, so the visual side at high numbers is on the list. The empty lower part of the screen at a trillion soldiers is a fair point, and the champions swallowing the whole army visually is something I want to solve too. Dedicated back line areas for archers and mages is a good idea, since the mix of projectiles is one of my favourite things to watch as well.
The Reset button sitting under the Full Screen button is a solid catch, I will move it or tuck it into an options menu.
As for catapults, I did think about them, but I never landed on a good idea for how they would work, and I was not sure whether it would be one system too many. If you have thoughts on how they could fit, send them my way.
Glad the loop held you longer than you expected. Hope you drop by again once the next round of changes is in.
Awesome! In that case I have good news for you, because this is more of a proof of concept and I do plan to develop and polish it further. That means new mechanics, refining the existing ones, and adding more content. A prestige mode is exactly the kind of thing I have in mind. Come back in a while and see how it looks! :D
At the moment spells are fully passive buffs - there's no casting UI. Each spell belongs to one of six schools (crit, mend, travel, sight, undead, rarity), and your best spell in each school randomly "procs" on its own during play, spending 1 MP to do that school's one job: land better hits, heal you, speed travel, and so on. You learn new spells at rank-ups and events, and higher spell degrees plus WIS just make those procs fire more often.
I am planing to develop that system in future updates.


