Thank you for letting me know! I fixed it. Now mobile version is working, it's still have a limited functionality, but you can try the game at least. Thank you very much!
markshumarov
Creator of
Recent community posts
Thanks so much for the detailed feedback! I really appreciate you taking the time to share your thoughts.
Art and Sound
I'm glad you like the pixel art. You're right, I've used some asset packs, but I've tried to be very careful with my choices to create a cohesive look. It's encouraging to hear that the art direction is working. I agree about the lack of music—it's something I'm hoping to address in future updates.
GUI and Information
You've hit on my two main concerns right now: the GUI and onboarding. I agree that the hero and spellbook tabs are confusing in their current state since the features aren't yet implemented. I'll be removing them in a future update until the mechanics are ready to go. I'm also working on adding proper tooltips so the stats are no longer a mystery.
Gameplay
I've been working on the gameplay loop based on feedback like yours. In the most recent patch, I completely reworked the shop and unit system. Now, players receive gold based on their number of wins, and after each victory, you can choose a unit to upgrade. This gives you much more control and makes the game feel less random.
I've also increased the number of available units to 36. While they currently only differ in stats, I'll be adding unique perks and skills in future updates to make your choices even more meaningful. I truly believe these changes will make the game feel fairer and more strategic.
Thanks again for the kind words about the new backgrounds. I put a lot of work into them, and it's great to know it paid off. I'll do my best to address all the issues you've brought up!
Hello Hythrain!
Thank you so much for the incredibly detailed and helpful feedback. It's truly eye-opening to see the game from a fresh perspective, especially from someone playing it live. I really appreciate you taking the time to write such a comprehensive report.
I completely agree that the game lacks clarity and that the mechanics aren't intuitive. It's a huge blind spot for me as the developer, so your feedback on the unintelligible stats and the lack of a tutorial is a top priority. My immediate focus will be on adding a proper onboarding process and detailed tooltips to explain how everything works.
Regarding the difficulty, your feedback, along with others, has made it clear that the initial experience is too punishing. In the latest patch, I've tried to level the playing field by making sure all players have an equal amount of gold and units based on their win count. In the future, I plan to introduce a league system to ease new players in and offer a greater challenge for more experienced ones.
I've also heard the feedback about battles being too long. I haven't added a speed-up option yet, but I have adjusted the overall balance by decreasing unit HP, which should make battles resolve more quickly. I'm also considering changes to the ranged attack and defense systems to make combat more dynamic. You're right that the current system where ranged units can't attack after moving is an intentional feature, but I'm now reconsidering that based on your feedback.
Finally, thank you for pointing out the bugs! I will do my best to fix the UI issues in the next update.
Thanks again for all your help and for streaming the game! If you're interested, I'd love to see a link to the VOD once it's up.
Thanks for giving it a try and for the feedback! It's great to hear you like the pixel art.
I understand your point about the game being hard to pick up, and you're right, it doesn't behave like a typical auto battler. I've been working on making the decision-making process more interesting. The last patch introduced a new system for unit upgrades that you can choose yourself, which is the first step toward adding more meaningful decisions. In the future, I plan to add passive perks and active skills to units to give the game more depth.
You're right that a lack of clarity is a major issue, and my next updates will focus on making the game more comprehensive and easier to understand.
Your observation about the combat is interesting. The core idea has always been to have a manual battler rather than an auto battler. However, the idea of a separate mode where both armies are AI-controlled is a great suggestion. I might explore that in the future. Thanks for the idea!
Thank you so much for the detailed feedback! This is incredibly helpful.
Based on the received comments, I've prepared a new update that should address the balance and snowballing issues. Now, all players are matched based on their win count, which should create a more level playing field. Additionally, every player will now have at least one ranged unit available in the shop each turn.
To further improve the economy, gold is now awarded based on your win count when you visit the shop. This means rewards and refunds are no longer a factor—it's just pure cash. You'll receive gold regardless of whether you win or retreat from a battle.
I agree that the winning strategy isn't obvious, and I'll be focusing future updates on improving tooltips and onboarding to give players more information. After that, I plan to add passive traits to units to introduce more of a rock-paper-scissors dynamic.
This type of strategic thinking is already somewhat present, as a diverse army composition is preferable to counter different opponents, but I will continue to work on it. Also, you can't just spam one type of unit because the maximum number you can have is limited by your glory.
I also completely agree about the speed-up option. This is one of the most requested features, and I'll try to implement it soon. A downloadable version of the game was also added in the last patch.
Thank you for the detailed feedback!
I understood that the onboarding is the main priority for me now. I will address the issue in the next regular update. Thank you for clarifying additional confusing moments! For me as the creator and player of Heroes Of Might and Magic everything seems obvious, but it's definitely not and comments like your helps to make the game better.
THANK YOU SO MUCH! This is the kind of feedback I’m looking for! Thank you for noticing the amount of effort that I'm putting into the game. It means a lot to me that such an honest and critical player noticed it.
- Thank you for not only saying that the game lacks a tutorial, but also for pointing out specific examples. I will add tips about all of that in the next update, as well as a few others. The game definitely lacks an explanation about unit stats; I will add that too. You already gave me some good ideas about how to do it.
- Range matters in ranged attacks. I will definitely show this in a much clearer way. Positioning matters as well because of this, but the game lacks indicators and explanations. In the future, I want to separate different kinds of ranged units. Some of them will be able to shoot after moving, but this will require more explanation within the game.
- This problem exists. Now it's usually solved by taking the first hit with a less valuable unit. A player can also separate their troops into several stacks to use one as a bait for a counter-hit. But again, I agree that the game should explain this mechanic better. In the future, units will also have different perks and skills that will make the overall tactics much deeper.
- This is the easiest problem for me to solve, and I think the most common one. I will address it in the next update.
- I totally agree. I wanted to start this playtest to get an opinion about this system. The game has a problem with snowballing, and even greater rewards for losing streaks don't help. I have some thoughts on it and will introduce another solution in the next update.
Thank you very much again! This kind of feedback makes the game better!
Hi! No problem. Pixel art is the most easiest thing to increase resolution. In graphical programs you can just scale it flawlessly with the method nearest neighbor. In my game engine - Godot you just need to choose the right import option in settings. I guess Unity also should have something like this. After that you just need to use right scalable object in your editor. I am sorry that I can't help better, I don't know Unity specifics. And English is also no my native language😁
Unfortunately, I don't have Photoshop; I'm using Aseprite right now. I believe both start from 16x16 (https://itchabop.itch.io/stonebase-ui-pack, https://lyaseek.itch.io/minifhumans), but the UI set has elements at different scales. I've decided to avoid pixel-perfect scaling for now, at least during the prototype and mock-up phase. From your perspective as an artist, do you think it looks awful?





