you should definitely try the experimental versions, they are a tiny bit more challenging
Salvador
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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?
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
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
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 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
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)
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.