Question. Correct me if I'm wrong (and might well be), but it seems that Royalists do not riposte to a Stoner's rock or an Assassin's knife, provided it's the killing blow. However, they do retaliate when hit by the Kobold's bullet, even though they immediately die afterwards. Is there a particular reason ?
I'm addicted to this so here comes the time to add gratuitous suggestions, hoping that my fix becomes even better in the future:
– Possibility to cancel a purchase or upgrade, once per game – or twice, if no buying or upgrading has been done since; makes it less penalising if it's just to correct an inattention mistake, but make it decisive and limited if the player wants to use it to reorient their strategy long after the purchase or upgrade in question. • Alternatively, making this a common pool of "hexes" along with spying, that way choosing to use either has to be strategic. Once they're depleted, spying is still possible at the cost of 2 coins but cancelling is no longer possible.
– Possibility to "Research" a unit, that is, paying one coin during the prep phase to increase the odds of having it pop up in the roster next preparation phase. This would let the player use spare coins at the end of a turn with a bit more control than just re-rolling. • Such odds increases could be proportionately leveled to the current size of the roster – or not, if you deem it too powerful for higher tier units. • "Research" could be a 3-items alternate roster, where units available for research are randomised each prep phase ? That way the player doesn't get to research any one unit. But maybe a second randomised roster would be perfectly redundant.
– "Advanced research" would be paying 2 coins to be sure a given unit appears – powerful, but perhaps still balanced as the unit effectively costs 5 coins to obtain, over the course of two turns. If Mausoleums make this too easy to use, then Advanced Research could cost 3 coins, bringing the unit's total cost to 6. Expensive, but that would be the price of cheating rolls and encourage the player to trust their luck a little.
– Something that's meant to decreases enemy offensive power, or "stun" an enemy unit?
– A building that lets the player swap any 2 units on the fly when battle has begun ? Once per level of the building. As for theme, it could be either: • An observation tower (with a spotter for strategy) • A standard bearer (they were used for armies' coordination) • An underground rail network, dug under the graveyard. Because I believe it would be really funny that undead minions would reorganise their formation during combat by… taking the metro.
– Other "campaigns" that would pit the witch against different bosses with different mechanics, such as :
• one who shows up after a fixed amount of turns, and whose power is instead proportional to the number/level of units the player has, forcing to adopt different optimisation strategies. • "multiple" bosses who would have to be defeated all at the same time; each could require a different lane optimisation. • "Sequential" bosses who'd be fought one after the other, with a progressive increase in power (Granted, that's far less original than the King's "grows stronger with time") • A Rival Necromancer using "mirror" units and spells?
– Different types of protection, like a light armour that only stops 1 damage – useful against retaliation attacks, but that's it; maybe make it only work against such projectiles; or one that halves all damage received (rounded at the player's disadvantage), starting at 4. That way it's more efficient against very high damage, but no better or even worse than a shield against anything lower than 5.
– More RATS! (I love rats but no pressure)
Am very curious to see what you will come up with in the future, especially the "alternate decks".
Very fun and addictive game! Really like the ambiance too! Took me a few tries, but today turned out to be a good day for
GLORIOUS REGICIDE
My late-game build (off the top of my head):
Spells: 2x Lvl.2 Bone Books, 1x Lv.2 Blessing. I couldn't make bats work in the late game since there's no way to make their power scale up. EDIT: I hadn't worked out that spells could reach a third level at the time I wrote this. Lvl.3 Bats, just like any Lvl.3 spell is very powerful indeed!
Top lane: Lvl.3 Excalibur (14/5!!!) who received at least one blessing. Also a Lvl.2 stoner, a once-milk-buffed Lv.1 viking and a Lv.2 Pigman who, er, participated somewhat.
Center lane: Summon-focused build with Lvl.2 summoner & Lvl.2 flying skulls, both with funny bones, Lvl.3 Bard and Lvl.2 Rockstar, plus a few Bone Book summons; waves upon waves of buffed & blessed minions for sweet, sweet carnage.
Bottom lane: Lvl.3 Archer (8 damage on 2 ennemies) and Lvl.2 Kobold (shielded) who did a lot of clearing up the toughest guards in the final battle, and a shielded Lvl.2 Pigman. Forgot what the last unit was, probably a very brave little undead who sadly couldn't shine bright enough for me to remember them…
Notes : a well-optimised somewhat optimised summon build did most of the heavy lifting, and synergised wonderfully with the Bone Book spell. Naturally they were the ones to take down the king, and presumably feast on his corpse! And upgraded rats are amazing!
Second winning Playthrough: Lvl.3 Big Boned with Shield + Lvl. 3 Nurse = BWAAAHA-HA-HA-HA-HA-HA-HAAAH! I AM BULLETPROOF !!!
I hope you're doing well, and i look forward to seeing your next work!
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Question. Correct me if I'm wrong (and might well be), but it seems that Royalists do not riposte to a Stoner's rock or an Assassin's knife, provided it's the killing blow. However, they do retaliate when hit by the Kobold's bullet, even though they immediately die afterwards. Is there a particular reason ?
I'm addicted to this so here comes the time to add gratuitous suggestions, hoping that my fix becomes even better in the future:
– Possibility to cancel a purchase or upgrade, once per game – or twice, if no buying or upgrading has been done since; makes it less penalising if it's just to correct an inattention mistake, but make it decisive and limited if the player wants to use it to reorient their strategy long after the purchase or upgrade in question.
• Alternatively, making this a common pool of "hexes" along with spying, that way choosing to use either has to be strategic. Once they're depleted, spying is still possible at the cost of 2 coins but cancelling is no longer possible.
– Possibility to "Research" a unit, that is, paying one coin during the prep phase to increase the odds of having it pop up in the roster next preparation phase. This would let the player use spare coins at the end of a turn with a bit more control than just re-rolling.
• Such odds increases could be proportionately leveled to the current size of the roster – or not, if you deem it too powerful for higher tier units.
• "Research" could be a 3-items alternate roster, where units available for research are randomised each prep phase ? That way the player doesn't get to research any one unit. But maybe a second randomised roster would be perfectly redundant.
– "Advanced research" would be paying 2 coins to be sure a given unit appears – powerful, but perhaps still balanced as the unit effectively costs 5 coins to obtain, over the course of two turns.
If Mausoleums make this too easy to use, then Advanced Research could cost 3 coins, bringing the unit's total cost to 6. Expensive, but that would be the price of cheating rolls and encourage the player to trust their luck a little.
– Something that's meant to decreases enemy offensive power, or "stun" an enemy unit?
– A building that lets the player swap any 2 units on the fly when battle has begun ? Once per level of the building. As for theme, it could be either:
• An observation tower (with a spotter for strategy)
• A standard bearer (they were used for armies' coordination)
• An underground rail network, dug under the graveyard. Because I believe it would be really funny that undead minions would reorganise their formation during combat by… taking the metro.
– Other "campaigns" that would pit the witch against different bosses with different mechanics, such as :
• one who shows up after a fixed amount of turns, and whose power is instead proportional to the number/level of units the player has, forcing to adopt different optimisation strategies.
• "multiple" bosses who would have to be defeated all at the same time; each could require a different lane optimisation.
• "Sequential" bosses who'd be fought one after the other, with a progressive increase in power (Granted, that's far less original than the King's "grows stronger with time")
• A Rival Necromancer using "mirror" units and spells?
– Different types of protection, like a light armour that only stops 1 damage – useful against retaliation attacks, but that's it; maybe make it only work against such projectiles; or one that halves all damage received (rounded at the player's disadvantage), starting at 4. That way it's more efficient against very high damage, but no better or even worse than a shield against anything lower than 5.
– More RATS! (I love rats but no pressure)
Am very curious to see what you will come up with in the future, especially the "alternate decks".
Very fun and addictive game! Really like the ambiance too!
Took me a few tries, but today turned out to be a good day for
GLORIOUS REGICIDE
My late-game build
(off the top of my head):
Spells: 2x Lvl.2 Bone Books, 1x Lv.2 Blessing.
I couldn't make bats work in the late game since there's no way to make their power scale up. EDIT: I hadn't worked out that spells could reach a third level at the time I wrote this. Lvl.3 Bats, just like any Lvl.3 spell is very powerful indeed!Top lane: Lvl.3 Excalibur (14/5!!!) who received at least one blessing. Also a Lvl.2 stoner, a once-milk-buffed Lv.1 viking and a Lv.2 Pigman who, er, participated somewhat.
Center lane: Summon-focused build with Lvl.2 summoner & Lvl.2 flying skulls, both with funny bones, Lvl.3 Bard and Lvl.2 Rockstar, plus a few Bone Book summons; waves upon waves of buffed & blessed minions for sweet, sweet carnage.
Bottom lane: Lvl.3 Archer (8 damage on 2 ennemies) and Lvl.2 Kobold (shielded) who did a lot of clearing up the toughest guards in the final battle, and a shielded Lvl.2 Pigman. Forgot what the last unit was, probably a very brave little undead who sadly couldn't shine bright enough for me to remember them…
Notes : a
well-optimisedsomewhat optimised summon build did most of the heavy lifting, and synergised wonderfully with the Bone Book spell. Naturally they were the ones to take down the king, and presumably feast on his corpse! And upgraded rats are amazing!Second winning Playthrough: Lvl.3 Big Boned with Shield + Lvl. 3 Nurse = BWAAAHA-HA-HA-HA-HA-HA-HAAAH! I AM BULLETPROOF !!!
I hope you're doing well, and i look forward to seeing your next work!