I haven't beaten this game yet, but I love it and all of the cool combinations and strategies you can do. I hope to see more great games in the future.
out of my 3 wins (in the browser version) this one was my favored one to pick because it showed 2 things. The first being you don't need top tier units to win, and second being the attention to detail put into the game.
The fact there is a end screen made just for if you win on 0 health is fun to see. Good work so far I just personally would like to see more lane interactions and the choice to tier up or not.
As for me, the spy makes sense only at the very beginning, when you just don't have the units to secure all the lanes and don't have the spells to act interactively. In the later stages lanes are balanced. And the boss fight always has the King on the central lane.
Basically in quantum mechanics there is a 'wave function' where a superposition of two or more states could be. When you observe that state, the wave collapses and the identity of that superposition is defined.
We'll use Schrodinger's Cat for the example.
Imagine, if you will, a box. The box is sealed, and it is impossible to see inside without opening the lid. Within his box is a cat, and a radioactive molecule. A radiation measurement tool is pointed at the molecule, and connected to a hammer suspended over a glass vial of deadly cyanide gas. When the radioactive molecule decays, the sensor detects it and drops the hammer, smashing the vial, releasing the cyanide, and killing the cat.
The cat has no way of interacting with the system, and is completely at the mercy of that random process of radioactive decay.
Until you open the box, it is impossible for you to know if the atom has decayed or not, and therefore if the cat is alive or not. This is called a superposition.
The atom is in a superposition of decayed and not, the vial is in a superposition of smashed and not, and the cat is in a superposition of alive and not.
The cat is now quantum-ly entangled to the radioactive molecule.
Until you open the box, it is impossible to know if the cat is alive or not. That is the 'wave function.'
When you open the box and observe the situation, the wave function / superposition collapses. At that moment, the cat is either alive or dead, rather than a superposition of both.
Tying back into the game, until you spy on the enemy, it is impossible to know where the enemies are. So, if it changed based on where you put your troops, you wouldn't know because you never observed the state of the enemy. Once you observe it, the state is defined and can't change. So if you observe the enemy before placing your troops, the enemy can't change to try to beat you, allowing you to stay one step ahead of it.
This game is so hard! But not a painful hard like getting over it, more like a challenging hard like the BabaIsYou type puzzle games.
Would you mind if I recorded a play-through/indie review for my [small] YouTube channel?
I have a few videos I am editing, so it may take me a little before I can record, but I would really love to share this game with my impressive audience of [1] person!
If you would like to reach out to me, you can always reach out here, but I don't have notifications on so I may reply faster by Email or Skype (yes I use Skype)
Infinite mode: One 8/17 guy in each lane with some bat books and you can go infinite. I planned to get the king to 99/99 but got bored well before then and ended it.
It feels a bit weird, that's true, and it does happen with stats too (when you merge, the one clicked first will have their stats ignored on levelup)
I guesss the idea would be that, if the unit clicked second has no item, the item of the first should be added onto it? But if it has something already, it shouldn't happen?
It feels strange, but it is consistent. If i did the process above, i should also do it with the stats to make it consistent. So the bigger life value and the bigger attack value between both will be chosen for the new merged unit.
Does that feel right? Or it's too confusing? For now it feels bad, but it's consistent and not confusing. That can be changed, of course
I think the sequence of 1st / 2nd clicked item should not effect the final unit.
which put player focus on the sequence is not that needed and is not shown anywhere.
--------
And, If both items have addon.
I think you can keep the one of the target, which is current logic.
and you can give a hint on the (target) to show that addon is to be kept. (like an green outline of the addon or something) , also a small drop out anim on the dragging unit's addon may be good
I agree that you should probably just leave it as it is. There's also the issue of what to do if both sub-units have different items, and the more intuitive way to deal with that is through the existing system.
This was an interesting run, for a few reasons. While I have seen several people aim for and occasionally reach units with 99/99 stats, with these big boned skeletonsCalcium Elementals here... as I boosted their health as much as I could, I intentionally avoided boosting their attack at all. This meant, no using milk; Farmers only. In addition to the 3 level 3 Farmers giving each of these guys an extra 4 health every turn, once I had everything set up, I would repeatedly buy 2 extra Farmers to give one of them an extra 3 health (1 for the first Farmer, 2 for the second that upgraded it to level 2), then sell the extra level 2 Farmer. Also, no upgrading them at all, keeping their starting damage at 2... which doubled the amount of time these three were able to stall. This resulted in the game going on an absolutely ludicrous 28 turns (also having an even more absurd 80 buildings, thanks to all those Farmers). And thus, the King had/was supposed to have so much health that... the extra hearts (pre-emptied because of the 99 stat cap) completely covered the top lane! Anyway, as for the King fight... I ended up using 2 of my 9 upgraded Blessings. Could have done it with just 1, the first reduced him to just 1 HP left, but I figured it would be best to let my best soldier actually win the fight rather than it and the king getting a mutual kill.
Took a lot of tries, but I finally got it! Helped by getting a succubus on turn 2 after building a tier 3 milkman.
One thing I didn't get the hang of was buildings. I thought they were supposed to provide coins or stat buffs each turn, but it didn't seem like they did? It would also be nice if it was clear if buffs like the Mega Milk are permanent or just for one battle.
Well, there's two main ways you can go about it: the "normal sane playthrough" strategy, and the "trying weird stuff" strategy.
For normal play:
Your best friend is Bards combined with an upgraded ratfolk, or alternatively with an upgraded flying skull holding bones. Or later a summoner. Just that can hold an entire line on their own until the endgame, and even then all they need is the addition of a Rocker (in ANY lane!) except maybe in the final boss fight. The only downside to this strategy is that if you aren't careful it may result in triggering the final boss fight before you are ready!
Vikings and Stoners are good early game things, but will fall to mediocre as things progress. Skulls start out worse than either of those, but get much better with upgrades. Milkmen are situational; they can be great or nearly useless depending on the composition of the rest of your army. Bowies suck no matter what, ignore them. Stickies are fantastic units for how common they are, just because their upgrading is better than most.
The Bat Curse spell is fantastic. In early to mid game, it is good at killing whatever slips through your defenses, or just killing the most hard hitting stuff (Royalists and Guards) first before they can kill your units. In late game, it removes those pesky shields and bows.
When you reasonably can, calculate ahead of time what will kill what; this will best let you know when to use spells and on what.
Remember that Freeze is a thing!
Don't necessarily just use all your spells at the beginning of the fight; it is often better to keep some in reserve to use later.
Always go for Mausoleums, except maybe if you are about to fight the king.
Consider waiting until the third bone before upgrading anything to the third tier; this will ensure you get four bone stuff appearing to buy.
Use the Summon spell to block archers from taking a step that would enable them to use their bow. This can also potentially be used to make Snitches and APCs spawn only a single unit on death! Works best if you have a Rocker somewhere. Alternatively, use the Summon spell on a space occupied by your own units, to push them back; either to keep them safe from whatever enemy is in front... or to give kobolds and pigs more chances to do their thing!
A single succubus, if you upgrade her health a bit and support her with shielding and spells, is another thing that can easily solo an entire row outside of the final boss fight.
Sell all buildings just before the battle with the king, since you won't be needing them afterwards.
For the final battle, put your most powerful stuff in the middle row, Bat Curse the two princes (to remove their shields if nothing else), note that succubi are ineffective against the king and princes. The Blessing spell on your hardest hitting unit is good for surviving the king's blows long enough to kill him.
For trying weird stuff:
Don't even bother unless you can fairly consistently win with normal play.
Bat curse is even MORE useful here. Get at least one on the first round, reset if you don't get it. Maybe even don't bother with any actual units for the first couple rounds, Bat Curse books only. Eventually aim for a full set of 3 fully upgraded Bat Curses.
Reroll, a lot. Freeze, even more.
ALWAYS go for Mausoleums, they are what will eventually enable your weird stuff. (Especially if your weird stuff IS lots and lots of Mausoleums)
Focus on having the contents of each row be just a single tanky and easily upgraded unit. Vikings are good for this, Stickies are even better. Give them all Shields. Boost with Blacksmith and Farmer, aim for 9 attack to one-shot all non-boss units. Ignore most other units unless they are needed for whatever weird thing you are trying out. Once you have done this, you can stall for an extremely long time, enabling your Mausoleums to let you buy... whatever.
This game is a blast! Figuring out different combos and seeing the units level up is fun. It also feels like the cpu is playing against your team when you can't see what's comming exactly.
Any plans to port this to mobile? I could see this work really well as a mobile game.
I found this gem, not too long after its initial release, and it has become a favorite wind down game, for me. I've been coming back to it, after work, or before bed, to do a run or two. I want to thank you, for all the work you've put into this, thank you, so much~
i absolutely love this game! Ive played at least 50 matches. i have played other auto chess games so the genre is not completely new to me. lowest I've gotten the kings health was 11. Seems like other people are having fun abusing obscure mechanics.id like to beat the game without having to abuses the mechanics or look up a meta guide.
Bug I discovered on this... uh, this particular run: Level 3 Succubi if given a shield (and presumably, other items) will lose it when using their projectile.
My two cents: I don't think it's an issue. The risk of over-investing in them and losing early is real, and I wonder if the above pic is from extreme luck. I've found them neither necessary to win nor a guarantee of winning, even without a limit.
While it is a bit of luck, this was my end game. I started out investing in curses and other units before investing into buildings and stat boosts to put my units up to 9/20 (which is typically when they become undefeatable in standard battles if they have a shield). Once I reached that point, I just farmed for the same building... which is easy since the building allows me to farm for more buildings, creating an endless loop of cash.
I don't think you understand how the minds of leaders work. That, or you think that the villain of this game is somehow different from our real world politicians and corporate executives.
I'm sure the king did invest in those. Probably had a lot more than that, even! More than could possibly fit on the entire field! ...and then he spent all of the income from them on food, wine, and other luxuries for himself. Well, what he physically could spend, anyway; he just hoarded the rest.
It is amazing just how many emergent weird tricks and strategies and synergies such a simple system can have. A neat one that I discovered that I don't think has been mentioned before: If you have an enemy archer problem, especially with a bunch in the same row (I actually had an entire row full of nothing but archers at one point), the Summon book works better than replacing their bows with the Bat Curse. Just place your summon one space before the furthest place on the field as soon as the battle starts; this will block the archers from taking a step, and give the rest of your units time to catch up to them, so they can take over blocking movement. Works best with a Rocker to Bless summons anywhere in the field. Depending on the situation, it doesn't just have to be at the start of the battle; if unit deaths create another 2+ space gap, just pause and drop another summon in the gap.
In general - Try and 'draw' every round for as long as possible. Then once you HAVE to start winning you want to win with a single beefy guy in each row to minimise the damage to the castle.
Specific tips:
-Prioritise Bat Curse in every book slot early. This is a way of "banking" money/power so you don't get too powerful and start winning rows. Only use the curses after your side is dead.
-Buy every single mauseleum (gold generator). You can never have enough. That's how you keep rolling late game for whatever crazy strategy you are chasing.
-The maximum damage your single unit needs is only 9 to 1 shot everyone. Even so you don't nessecarily want to hit that cap too early in case they completely roll over the enemy.
-Use spy liberally early-mid to try and match each rows power in order to 'draw' or be overrun (and then bat curse).
-Sell all your buildings on the final turn. They don't do anything for the final turn after all
Thank you! The "Hyperfixate on Bat Curses" step was what I couldn't figure out; most of the other stuff I already did even in the course of a normal run. Except for the spying... that I find only rarely useful, especially in the early game, especially if I have any amount of Bat Curse. Oh, and yes, you CAN have enough or even too many Mausoleums... once they start getting in the way of placing other things! 3 level 3 Mausoleums for a total of +12 gold per turn was about the limit. But anyway, yeah, with a full set of level 3 Bat Curses, this was trivial:
...i know this sounds completely antifun but looking at this i think i might need to buff the king progression after 10 turns hahahaha that sounds too effective
I really enjoyed playing this game, the whole art style is what sells it to me, it´s also very addicting, getting the good ending was hard but with the OP combo of Barns and rats/summoners anything is possible.
I learned that to use the books more effectively it´s better to pause in the middle of the battle and not use them all at the start, unless there´s archers, then it´s better to cancel their bows with the curse, overall the strategy part of the game is really fun.
Now I have the urge to make a tierlist of which units are the best :)
That's really addictive game!
The gameplay is great
By playing dozens of times and achieving 5 or 6 victories with positive HP, and more of that with 0 HP, I could say that the major challenge of the game is not about getting power and ruining enemies, but is about the simultaneous growth of potential and keeping it in check at the same time. The most painful losses occur when you encounter the King too early because of too too-powerful build for beginning levels (especially high-level Bard-Summonner/Ratfolk setups). The power of the King grew over time too, but not so fast as the power of the Witch, so, the strategy is about losing the minimum number of both red and blue hearts at each level to maximize the number of rounds before the boss battle. Nevertheless, there is another reason to keep growth in check. Level3 items are very powerful, but if you are creating L3 item when there are already 3 or 4 bones in the tub, your are getting one cool Tier 4 item (like jumbo milk or succubus or big boned) in the shop for it. But if you are crafting L3 item with 1 or 2 bones in the tub, you are getting some useless shit for it, like excalibur. So, that's another example, of when you should constrain your potential until the third bone is in the tub and not create L3 items, but just prepare for it. I'm interested if this encouragement for slow growth was intended or that's for coincidence, because seen something similar in roguelike card (dice) games, when you have good attack cards (dices) and can finish the round instantly, but the game encourages you to prolong the round as long as you can to heal it up until the end of the round (in that games that's a little bit annoying).
Here is a screen for my best run in the attachment. Managed to prolong the game for 12 rounds, and did the boss fight flawlessly (all the 3 lanes were mopped up with serious advantage). 3 HP were lost in the midgame. Maybe even when waited for three bones in a tub to craft my first L3 and make sure that I would not get lousy gift for it
PS: regarding the perf problems: I'm using Macbook m1 with 8GB RAM and after playing 3-4 games in a row without reloading page (pressing in-game restart button instead) the game becomes unplayable, - animation becomes slow, sound starts to freeze for fractions of a second. Page reloading tackles the problem.
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I haven't beaten this game yet, but I love it and all of the cool combinations and strategies you can do. I hope to see more great games in the future.
out of my 3 wins (in the browser version) this one was my favored one to pick because it showed 2 things. The first being you don't need top tier units to win, and second being the attention to detail put into the game.
The fact there is a end screen made just for if you win on 0 health is fun to see. Good work so far I just personally would like to see more lane interactions and the choice to tier up or not.How'd you get the variant victory pic?
Edit: Oh, I see - it's a secret ending for scoring a mutual kill. Neat!
Does this game happen to be powered by the same AI as Freddy?
It gets surprisingly accurate on how you play extremely quickly!
Also the spy mechanic is overpowered. For more information, see [quantum mechanics]
As for me, the spy makes sense only at the very beginning, when you just don't have the units to secure all the lanes and don't have the spells to act interactively. In the later stages lanes are balanced. And the boss fight always has the King on the central lane.
The joke was about quantum mechanics XD
Basically in quantum mechanics there is a 'wave function' where a superposition of two or more states could be. When you observe that state, the wave collapses and the identity of that superposition is defined.
We'll use Schrodinger's Cat for the example.
Imagine, if you will, a box. The box is sealed, and it is impossible to see inside without opening the lid. Within his box is a cat, and a radioactive molecule. A radiation measurement tool is pointed at the molecule, and connected to a hammer suspended over a glass vial of deadly cyanide gas. When the radioactive molecule decays, the sensor detects it and drops the hammer, smashing the vial, releasing the cyanide, and killing the cat.
The cat has no way of interacting with the system, and is completely at the mercy of that random process of radioactive decay.
Until you open the box, it is impossible for you to know if the atom has decayed or not, and therefore if the cat is alive or not. This is called a superposition.
The atom is in a superposition of decayed and not, the vial is in a superposition of smashed and not, and the cat is in a superposition of alive and not.
The cat is now quantum-ly entangled to the radioactive molecule.
Until you open the box, it is impossible to know if the cat is alive or not. That is the 'wave function.'
When you open the box and observe the situation, the wave function / superposition collapses. At that moment, the cat is either alive or dead, rather than a superposition of both.
Tying back into the game, until you spy on the enemy, it is impossible to know where the enemies are. So, if it changed based on where you put your troops, you wouldn't know because you never observed the state of the enemy. Once you observe it, the state is defined and can't change. So if you observe the enemy before placing your troops, the enemy can't change to try to beat you, allowing you to stay one step ahead of it.
TLDR: I'm a nerd, it's funny, laugh or else.
Could we pretty please get a fullscreen button for the web build? :D
This game is so hard! But not a painful hard like getting over it, more like a challenging hard like the BabaIsYou type puzzle games.
Would you mind if I recorded a play-through/indie review for my [small] YouTube channel?
I have a few videos I am editing, so it may take me a little before I can record, but I would really love to share this game with my impressive audience of [1] person!
If you would like to reach out to me, you can always reach out here, but I don't have notifications on so I may reply faster by Email or Skype (yes I use Skype)
Here is my contact info if you're intrested:
Email (Business inquiries) : goosegooseduck198@outlook.com
Skype (Contact me directly) : @GooseGooseDuck198
YouTube (Indie Dev and Indie Reviews) : @GooseGooseDuck198
Infinite mode: One 8/17 guy in each lane with some bat books and you can go infinite. I planned to get the king to 99/99 but got bored well before then and ended it.
well. looks cool.
seems there need a variation on normal monster or more stronger monster to prevent infinite
This game is fun :D
I like the way the menu moves with the cursor
that was cool ngl
there is a bug of bone addon.
you put a lv2 bare skull onto a lv2 bone skull. you got a lv3 bone skull, that's OK.
but if you put a lv2 bone skull onto a lv2 bare skull. you got a lv3 bare skull, I think it's a mistake.
What would you suggest to do?
It feels a bit weird, that's true, and it does happen with stats too (when you merge, the one clicked first will have their stats ignored on levelup)
I guesss the idea would be that, if the unit clicked second has no item, the item of the first should be added onto it? But if it has something already, it shouldn't happen?
It feels strange, but it is consistent. If i did the process above, i should also do it with the stats to make it consistent. So the bigger life value and the bigger attack value between both will be chosen for the new merged unit.
Does that feel right? Or it's too confusing? For now it feels bad, but it's consistent and not confusing. That can be changed, of course
That's right.
I think the sequence of 1st / 2nd clicked item should not effect the final unit.
which put player focus on the sequence is not that needed and is not shown anywhere.
--------
And, If both items have addon.
I think you can keep the one of the target, which is current logic.
and you can give a hint on the (target) to show that addon is to be kept. (like an green outline of the addon or something) , also a small drop out anim on the dragging unit's addon may be good
I agree that you should probably just leave it as it is. There's also the issue of what to do if both sub-units have different items, and the more intuitive way to deal with that is through the existing system.
IDK the experience for everyone eles but this was pain and suffering but its finally over.
Ranged army. Turned out to be suprisingly competent.
I hope, you make a big game on steam! From Russia with love.
:3
Maybe a robotic theme for the new decks With a engineer character or something? I'm thinking a kinda DIY army feel. Just an idea
I finally beat the game.
This was an interesting run, for a few reasons.
While I have seen several people aim for and occasionally reach units with 99/99 stats, with these
big boned skeletonsCalcium Elementals here... as I boosted their health as much as I could, I intentionally avoided boosting their attack at all. This meant, no using milk; Farmers only. In addition to the 3 level 3 Farmers giving each of these guys an extra 4 health every turn, once I had everything set up, I would repeatedly buy 2 extra Farmers to give one of them an extra 3 health (1 for the first Farmer, 2 for the second that upgraded it to level 2), then sell the extra level 2 Farmer. Also, no upgrading them at all, keeping their starting damage at 2... which doubled the amount of time these three were able to stall.This resulted in the game going on an absolutely ludicrous 28 turns (also having an even more absurd 80 buildings, thanks to all those Farmers). And thus, the King had/was supposed to have so much health that... the extra hearts (pre-emptied because of the 99 stat cap) completely covered the top lane!
Anyway, as for the King fight... I ended up using 2 of my 9 upgraded Blessings. Could have done it with just 1, the first reduced him to just 1 HP left, but I figured it would be best to let my best soldier actually win the fight rather than it and the king getting a mutual kill.
just got the king in 9 turns :)
pig men and the nurses where best-friends for the king.
rambo is coming
Took a lot of tries, but I finally got it! Helped by getting a succubus on turn 2 after building a tier 3 milkman.
One thing I didn't get the hang of was buildings. I thought they were supposed to provide coins or stat buffs each turn, but it didn't seem like they did? It would also be nice if it was clear if buffs like the Mega Milk are permanent or just for one battle.
any one have like some tips or a strategy to win or beat the game ?
Well, there's two main ways you can go about it: the "normal sane playthrough" strategy, and the "trying weird stuff" strategy.
For normal play:
Your best friend is Bards combined with an upgraded ratfolk, or alternatively with an upgraded flying skull holding bones. Or later a summoner. Just that can hold an entire line on their own until the endgame, and even then all they need is the addition of a Rocker (in ANY lane!) except maybe in the final boss fight. The only downside to this strategy is that if you aren't careful it may result in triggering the final boss fight before you are ready!
Vikings and Stoners are good early game things, but will fall to mediocre as things progress. Skulls start out worse than either of those, but get much better with upgrades. Milkmen are situational; they can be great or nearly useless depending on the composition of the rest of your army. Bowies suck no matter what, ignore them. Stickies are fantastic units for how common they are, just because their upgrading is better than most.
The Bat Curse spell is fantastic. In early to mid game, it is good at killing whatever slips through your defenses, or just killing the most hard hitting stuff (Royalists and Guards) first before they can kill your units. In late game, it removes those pesky shields and bows.
When you reasonably can, calculate ahead of time what will kill what; this will best let you know when to use spells and on what.
Remember that Freeze is a thing!
Don't necessarily just use all your spells at the beginning of the fight; it is often better to keep some in reserve to use later.
Always go for Mausoleums, except maybe if you are about to fight the king.
Consider waiting until the third bone before upgrading anything to the third tier; this will ensure you get four bone stuff appearing to buy.
Use the Summon spell to block archers from taking a step that would enable them to use their bow. This can also potentially be used to make Snitches and APCs spawn only a single unit on death! Works best if you have a Rocker somewhere. Alternatively, use the Summon spell on a space occupied by your own units, to push them back; either to keep them safe from whatever enemy is in front... or to give kobolds and pigs more chances to do their thing!
A single succubus, if you upgrade her health a bit and support her with shielding and spells, is another thing that can easily solo an entire row outside of the final boss fight.
Sell all buildings just before the battle with the king, since you won't be needing them afterwards.
For the final battle, put your most powerful stuff in the middle row, Bat Curse the two princes (to remove their shields if nothing else), note that succubi are ineffective against the king and princes. The Blessing spell on your hardest hitting unit is good for surviving the king's blows long enough to kill him.
For trying weird stuff:
Don't even bother unless you can fairly consistently win with normal play.
Bat curse is even MORE useful here. Get at least one on the first round, reset if you don't get it. Maybe even don't bother with any actual units for the first couple rounds, Bat Curse books only. Eventually aim for a full set of 3 fully upgraded Bat Curses.
Reroll, a lot. Freeze, even more.
ALWAYS go for Mausoleums, they are what will eventually enable your weird stuff. (Especially if your weird stuff IS lots and lots of Mausoleums)
Focus on having the contents of each row be just a single tanky and easily upgraded unit. Vikings are good for this, Stickies are even better. Give them all Shields. Boost with Blacksmith and Farmer, aim for 9 attack to one-shot all non-boss units. Ignore most other units unless they are needed for whatever weird thing you are trying out. Once you have done this, you can stall for an extremely long time, enabling your Mausoleums to let you buy... whatever.
This game is a blast! Figuring out different combos and seeing the units level up is fun. It also feels like the cpu is playing against your team when you can't see what's comming exactly.
Any plans to port this to mobile? I could see this work really well as a mobile game.
It's got an android apk if you want to try it,up there in the downloads!! No appstore build for now, i don't have one to make an export!
Great game! Fun and hard as hell. Got to the king on my second run
I found this gem, not too long after its initial release, and it has become a favorite wind down game, for me. I've been coming back to it, after work, or before bed, to do a run or two. I want to thank you, for all the work you've put into this, thank you, so much~
i absolutely love this game! Ive played at least 50 matches. i have played other auto chess games so the genre is not completely new to me. lowest I've gotten the kings health was 11. Seems like other people are having fun abusing obscure mechanics.id like to beat the game without having to abuses the mechanics or look up a meta guide.
Bug I discovered on this... uh, this particular run: Level 3 Succubi if given a shield (and presumably, other items) will lose it when using their projectile.
never been a bug! if it’s shown as an aura/item then it can be replaced
interesting! i think i know what it is. Fixing it next patch!!
Finally^^
You have wasted my precious 4 hours... in most joyous way!
Just fixed the kingdom's economy. Honestly, I don't know why the King didn't just invest in these things.
I might need to give a max limit to these a bit, hahahahah
My two cents: I don't think it's an issue. The risk of over-investing in them and losing early is real, and I wonder if the above pic is from extreme luck. I've found them neither necessary to win nor a guarantee of winning, even without a limit.
While it is a bit of luck, this was my end game. I started out investing in curses and other units before investing into buildings and stat boosts to put my units up to 9/20 (which is typically when they become undefeatable in standard battles if they have a shield). Once I reached that point, I just farmed for the same building... which is easy since the building allows me to farm for more buildings, creating an endless loop of cash.
I don't think you understand how the minds of leaders work. That, or you think that the villain of this game is somehow different from our real world politicians and corporate executives.
I'm sure the king did invest in those. Probably had a lot more than that, even! More than could possibly fit on the entire field! ...and then he spent all of the income from them on food, wine, and other luxuries for himself. Well, what he physically could spend, anyway; he just hoarded the rest.
With perfect play you might be able to get 99/99 on all 3 guys but I'm not goin to bother trying ha
I loved the game, I found the strategy mechanics very interesting in addition to having the Android version. 10/10
Did I die?? yes, but so did the king so that's a win!!!! YIPPEEEEEE. it was a lot of fun :3
It is amazing just how many emergent weird tricks and strategies and synergies such a simple system can have. A neat one that I discovered that I don't think has been mentioned before: If you have an enemy archer problem, especially with a bunch in the same row (I actually had an entire row full of nothing but archers at one point), the Summon book works better than replacing their bows with the Bat Curse. Just place your summon one space before the furthest place on the field as soon as the battle starts; this will block the archers from taking a step, and give the rest of your units time to catch up to them, so they can take over blocking movement. Works best with a Rocker to Bless summons anywhere in the field. Depending on the situation, it doesn't just have to be at the start of the battle; if unit deaths create another 2+ space gap, just pause and drop another summon in the gap.
is this the sequel to stress misery and fatigue simulator?
Wizard Army
Failed to get the 99 / 99 strength guy. It can definitely be done though.
Indeed it can.
...HOW.
That many upgraded units... all of the same unit... how do you, hold off spawning the king long enough to make this possible!?
In general - Try and 'draw' every round for as long as possible. Then once you HAVE to start winning you want to win with a single beefy guy in each row to minimise the damage to the castle.
Specific tips:
-Prioritise Bat Curse in every book slot early. This is a way of "banking" money/power so you don't get too powerful and start winning rows. Only use the curses after your side is dead.
-Buy every single mauseleum (gold generator). You can never have enough. That's how you keep rolling late game for whatever crazy strategy you are chasing.
-The maximum damage your single unit needs is only 9 to 1 shot everyone. Even so you don't nessecarily want to hit that cap too early in case they completely roll over the enemy.
-Use spy liberally early-mid to try and match each rows power in order to 'draw' or be overrun (and then bat curse).
-Sell all your buildings on the final turn. They don't do anything for the final turn after all
Thank you! The "Hyperfixate on Bat Curses" step was what I couldn't figure out; most of the other stuff I already did even in the course of a normal run. Except for the spying... that I find only rarely useful, especially in the early game, especially if I have any amount of Bat Curse. Oh, and yes, you CAN have enough or even too many Mausoleums... once they start getting in the way of placing other things! 3 level 3 Mausoleums for a total of +12 gold per turn was about the limit. But anyway, yeah, with a full set of level 3 Bat Curses, this was trivial:
it's so aesthetically pleasing! B)
you can NEVER have too many mauseleums
holy shit HAHAHAHHHAH
you are a god
...i know this sounds completely antifun but looking at this i think i might need to buff the king progression after 10 turns hahahaha that sounds too effective
haha yes! King evolves into a secret boss after 20 rounds
came for the necromancer cutie, stayed for it too.
even though I suck royally at the actual game :-)
so sad itch only support paypal and card pay. is there any other way to support you?
I really enjoyed playing this game, the whole art style is what sells it to me, it´s also very addicting, getting the good ending was hard but with the OP combo of Barns and rats/summoners anything is possible.
I learned that to use the books more effectively it´s better to pause in the middle of the battle and not use them all at the start, unless there´s archers, then it´s better to cancel their bows with the curse, overall the strategy part of the game is really fun.
Now I have the urge to make a tierlist of which units are the best :)
That's really addictive game! The gameplay is great By playing dozens of times and achieving 5 or 6 victories with positive HP, and more of that with 0 HP, I could say that the major challenge of the game is not about getting power and ruining enemies, but is about the simultaneous growth of potential and keeping it in check at the same time. The most painful losses occur when you encounter the King too early because of too too-powerful build for beginning levels (especially high-level Bard-Summonner/Ratfolk setups). The power of the King grew over time too, but not so fast as the power of the Witch, so, the strategy is about losing the minimum number of both red and blue hearts at each level to maximize the number of rounds before the boss battle. Nevertheless, there is another reason to keep growth in check. Level3 items are very powerful, but if you are creating L3 item when there are already 3 or 4 bones in the tub, your are getting one cool Tier 4 item (like jumbo milk or succubus or big boned) in the shop for it. But if you are crafting L3 item with 1 or 2 bones in the tub, you are getting some useless shit for it, like excalibur. So, that's another example, of when you should constrain your potential until the third bone is in the tub and not create L3 items, but just prepare for it. I'm interested if this encouragement for slow growth was intended or that's for coincidence, because seen something similar in roguelike card (dice) games, when you have good attack cards (dices) and can finish the round instantly, but the game encourages you to prolong the round as long as you can to heal it up until the end of the round (in that games that's a little bit annoying).
Here is a screen for my best run in the attachment. Managed to prolong the game for 12 rounds, and did the boss fight flawlessly (all the 3 lanes were mopped up with serious advantage). 3 HP were lost in the midgame. Maybe even when waited for three bones in a tub to craft my first L3 and make sure that I would not get lousy gift for it
PS: regarding the perf problems: I'm using Macbook m1 with 8GB RAM and after playing 3-4 games in a row without reloading page (pressing in-game restart button instead) the game becomes unplayable, - animation becomes slow, sound starts to freeze for fractions of a second. Page reloading tackles the problem.
Really love this game. It's the first game I purchased on Itch.io. I've sunk about 5 hours into the browser version already.
Keep up the good work. I love your art style. I'd also love to connect and chat about how you make games. Ping me on discord: briandouglas_71953
Good in every aspect : Visually appealing, music is pretty good, great replayability and a tough challenge for sure !
Esta god.
cool