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Salvador

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A member registered Jun 04, 2023 · View creator page →

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you should definitely try the experimental versions, they are a tiny bit more challenging 

There are no official updates yet. However, you can join our discord to check out the experimental versions. The most recent one has a ton of new enemies, skills and even characters

No yet

I can send you the link details via email if you want

There are web versions on the discord as well

I can tell you that the game is not abandoned, however, new releases aren't being yet released on itch because they are purely experimental. If you want to try them they are completely free on the discord. Maybe the bug that you reported about accuracy is fixed already

How much bullet speed do you have? Maybe the shots aren’t reaching the contact point fast enough. Could that be it?

The multicaster shots aren't different from the others, so maybe you aren't seeing them correctly or maybe its a bug indeed. Try the windows or android version and see if it works better. Might be a web problem

https://discord.gg/JRY9XreRVP Try this one

This was already fixed in v1.2 so no worries

Hello thanks for playing and for the feedback! If the Ice is still remaining even after the duration it was supposed to last then its most likely a bug which was present in this v1.1. I saw that you said you preferes the version on this site (v1.1) more than the experimental (v1.4),  could you elaborate on that thought so I can better understand why you like the earlier version more?

I’ve went through your comments just now. Thanks for playing the game! The Bestiary will display the animal’s stats as soon as you kill one in the future (didnt do it now due to a bug) and in future versions it is planned for you to be able to see which cards each skill adds to the pool so you get a better notion on what you are investing. That first augment selection before the game starts will also be reworked since it caused a lot of people to reset runs. Now I gotta say that you seem to be sticking a lot to the early skills like regen, assassin and vamp. There are many other skills that are quite useful. The game is a tower defense but also a sort of sandbox game where you can try different builds, for example, static energy that procs on-hit effects with vampire, burst shot or thunder with lava pools or flower fields, necromancer with explosion, etc… You just gotta explore your options, I made it so unlocking augments is relatively cheap so people could quickly figure out synergies without playing 1+ hours. Btw did you unlock any new character? What’s your opinion on that?

The latest version are only on discord, the version you are playing is almost 1 year old. On Discord there are updated versions for Windows, Web and Android, you can just go there and pick them up to see if it is fixed

Im not sure I understand your thing with Bullet Speed since its the first time Im hearing this. You should try the new version that released on Discord today (its completely free) and tell me if that still happens or not

Bullet Speed doesn't affect your accuracy and its quite useful for faster enemies. In this version of the game particularly, Bullet Speed is a must for Red Catterpillars. Furthermore, if you have more Bullet Speed you will waste less Fire Balls on targets that are already dead which increases your overall DPS. Moreover, some skills like Orbital Flames do scale with Bullet Speed. I recommend you to join our Discord, there will be a new version releasing between today and tomorrow with tons of new stuff

oh you mean like one of the upcoming characters in v1.4 (releasing an experimental version on discord in about two weeks)

The discord versions are experimental, each version tests an additional element (v1.2 Skill Tree, v1.3 30 New Enemies, and v1.4 Playable Characters), so they are not fully playable, thats why Im not uploading it onto itch.io. There will be another version coming to itch in the future but it will only be a demo of the final release to gather wishlists on steam. My advice would be to join the discord and mute general notifications, I only ping the interested players once a new version drops (every ~3 months). And you dont really need to interact as well, some people only go there to grab the free versions and dont even give feedback, others have highly detailed discussions about game design, its up to you 

the final release will be about 5€ and there arent any gaming platforms that I know of that sell for web

there are browser versions on discord as well, but I must advise you that the final game wont be available for the web

hey, you can check the discord for the latest versions. This is v1.1, on the discord there are releases up to v1.3, and in a few weeks 1.4

Check the discord for the experimental versions. This is version 1.1, on discord there's already v1.3 and soon soon 1.4

They are experimental versions, by having a discord community Im able to gather more personal data about what I need. For example, Im going to deploy v1.3 on discord later this week, and it has a big focus on new enemies. If I were to release that on itch.io, people would almost never give me feedback on the new enemies.

Hey thank you for playing! If u want, join the discord, the are some experimental versions with a lot more content. Im even gonna deploy v1.3 (which has a lot of new enemies) there in a few weeks. Enjoy!

Most people that play the experimental version will probably know that by reading the discord. But I added your suggestion regardless :D

You mean pressing "K" to end the run? It is just a temporary solution, in v1.3 there will be a proper button to go back to the campsite

Hey thank you for playing the game, I'm assuming that if you played the experimental version then you are already on our Discord server.

About your suggestions:

1. To quit a run you can use the "K" key for now and in version 1.3 there will be a proper button.

2. v1.3 will have a lot of new enemies (v1.2 - 8 enemies, v.1.3 - ~40 enemies) to give variety to the game. After round 60, I intend to cycle the enemies again with exponentially increasing stats.

3. Purple turtles were supposed to drop embers as well but I forgot to add that feature. 

don't worry I have a solution for u

https://salvadorpalma.itch.io/wildfire-experimental-version

The password is "wildfire"


this is a web experimental version, the problem is that the memory relies on the browser cache, so if it ever gets cleared your progress will as well

Hey, have you tried the experimental versions on discord? There's a big update there with tons of new abilities

We have experimental versions on Discord (v1.2.4) and I'm currently working on v1.3 which should come out in a few more weeks. You can keep track of how the game's going in the discord as well, I post regular videos and screenshots of the game's development (except right now because college is a bit tight)

If you haven't already, you should check out the discord. You'd be surprised by how much the game changed

This version is about 4/5 months old, so Im not even sure what upgrades there are on this one. Right now I'm working on reworking the UI so I can include the caps there

Yes don't worry I will fix this issue in future versions

Yes, for now the game ends at round 60 since this was a college assignment and the deadline didnt allow for me to make more enemies

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thank you that feels great to hear! If you wanna try the experimental versions they are available on the discord :D

Thanks for the feedback this is actually really useful. I will try to address every point you made:

  • Some initial unlockable augments are indeed very weak, this is to create a sort of duality between picking that or improving the ones you already possess. This same duality also applies to the pool, since once you max out certain skills, the respective cards leave the pool.
  • Yes I agree that accuracy sort of becomes useless after 50%, furthermore, the enemies get bigger, rendering upgrading accuracy even more useless
  • I actually never thought about it that way, my objective was to make something similar to the attack speed multiplier but never sat down and made the math. I'm gonna adjust some values for sure.
  • I also like the atk speed prismatic as it is a way more situational card compared to the just flat out +60 atk speed.
  • That's true, and I've already had some discussions about this in the discord. What I'm gonna do is either cap armor pen at 50% or make it so skills like statik or orbital stop proccing assassins
  • I've only made blue flame max out at 0 interval because I wanted the player to be able to go all blue (its a cool effect). This build is hard to play with if you pick it as a first skill just like burst shot, but picking it at 2nd or 3rd can give you a major advantage. Regardless, in the new version of the game this was tweaked a bit and Blue Flame can be really powerful.
  • When multicaster is activated, a second flame will be released together with the first one, there might be a probability of those flames being spawned in the exact same place. In previous versions there was a delay of 0.4s but some browser user complained about how that bugged the whole thing.
  • Yes lava pools scale really well, most runs with 1000+ rounds were made with lava pool builds
  • In this version there is a bug on slow effects where some Slimes/Snails suddenly get a lot of speed and start sliding across the screen. This was fixed already in the most updated version. Also, the Ice effect was a tweaked a bit since I added a similar slow effect (Snow Pools)
  • IMO Vampire is by far the best augment in the game precisely for the reason that its the only passive way of healing. However, there already are other augments such as the Regeneration that you mentioned in the updated version


I've mentioned this "updated" version a lot throughout this comment. The reason this page doesn't have the most recent release is because it's actually just an experimental release. If you want to check it out it's for free in the discord. There are a lot of new skills and systems and you can keep a close eye on development.

Well, the game is not being developed for the web, so I'm not properly worried about fixing that specific bug. If you download the windows version that bug wont probably happen

Are you playing in the web version?

Hey I have good news for you, this problem has already been solved and there's a version on the discord right now without it. 

Those features havent been implemented in any version yet but thanks for playing the game!

the space key isn't mapped to anything. Maybe you pressed K which kills you instantly. This is just temporary