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mobj

1
Posts
A member registered Jul 31, 2023

Recent community posts

Excellent game! Keep coming back to it for daily replays, even though it's easy to beat with practice there's a particular satisfaction in testing and tweaking different builds and upgrades. Really great job and can't wait for the expansion.

That being said, through lots and lots of playtesting there's a few super annoying bugs, and there are also some balancing and QoL suggestions  I have.

Bugs:
-The level 4 rockstar guy does not always grant blessing to summoned units. When this happens, he makes the sound and animation, but there's no effect. This seems to often affect in particular the floating skull (I think the first spawn will almost never get this), and also where a summoned unit has another item (i.e. shield). This means that paradoxically, it becomes a disincentive to upgrade your summoner guys to level 3 (as when it dies it grants the two summoned units shields), and also it means shield is bad to give to your floating skull.
-From necromancer level 3 onwards,  merging two level 2 units/items spawns a level level 4 bonus unit/item the first time it is done in the round. However, there is a bug where on the second time in a round, it doesn't always spawn. There seems to be no consistency or way to predict when this will or won't happen.

Balancing suggestions:

-The basic skeleton should gain 1 coin on merging to level 2.  This could create a fun alternative rush strategy, where you could buy 4 things on turn 1 instead of 3, which offsets their poor stats. At the moment, if on round 1 you have 2 skeletons in the shop, while you can buy both, this only gives you 2 extra gold (12 total) which means you cannot buy an extra guy on round 1 as the shop starts with only 3 units to choose from, so you have to waste the extra 2 coins.

-The wizard - too similar to the archer, and not powerful enough to justify the level 3 investment. Main issue is that no matter how many spells you play each step, the wizard will only shoot once. Whereas you want to use your spells often multiple times at the start (e.g. curses to remove items from archers, or to maximise effect as there is only so much space to walk).  My suggestions: A) Let the effect charge (so if you played 3 spells on first step, then wizard will shoot for next 3 steps) or B) make the level 2 wizard shoot two different random targets (level 3 shoots 3 different targets).  B) makes the wizard feel more unique too.

-Echo comments from a previous poster about it feeling underwhelming to upgrade the succubus.

-Excalibur: 2 HP is so underwhelming at level 3, needs a lot of support to make him playable and then before you can give him support you get to level 4 guys. Maybe an extra HP would be nice.

-Invulnerability spell: feels a bit underwhelming, not sure what can be done here but its rarely something I pick. I think the only item I've never

-Medic - feels kinda bad that you need greater than the HP you're being attacked before the medic healing kicks in

QoL:

-Please have an option for double speed! Game feels quite slow once you are trying to do a run and have worked out maths etc., and are just waiting for the shuffling to go through.

-Accidentally upgrading units when you mean to move them is super annoying! E.g. I have two level 2 medics, want to keep them on separate lanes, try to swap around and accidentally merge them. Can there be some confirmation step here?