Hi guys! No changelog because it's a small update! Some small balance changes, made summoning build's curve of power a little bit more normalized (they are a bit weaker early on but with the Rocker and Blessings getting an small buff, they are just as strong in lategame)
Some solo powerhouse units (that weren't being very solo powerhouse) were buffed just a tad!
I think that's all, but my memory might be failing! Most work is in the background in order to make loading different decks possible. That's what happens when you make spaghetti code on purpose because you think you won't ever update the game, hahahaha
I just beat it just as this update came in. Without spells or summon units. You don't know how happy I am right now. I'm on cloud nine. Anyway cool update can't wait to see more and any other games you make.👍🏾
The game area turned completely black when I merged my two lvl2 skulls (with bones) today. I suspect it had to do with the achievement that it tried to give me.
It was the first time I played on this version and the first time in that game that I got a unit to level three. I was playing on Newgrounds and It showed a notification about an achievement that I got. However, I was not logged in to Newgrounds, so I couldn't actually get achievements. I was playing on Chrome.
My one suggestion is: Summoner builds are too strong Bard+Rats/Summoner/Skulls+Rocker are just too easy to pull off and can easily chew through even the toughest enemies. I suggest a new enemy type to counter them, just like Royalist countered the throwers:
PALADIN.
Stats like a Knight, but instead of shield, he works like assasin and attacks the tile behind his target as well.
Not so strong against single high power buffed unit, but devastating against swarms of trash like rats and imps.
Great game, I played it for 3 hours to finally win once. We are also working on a chess inspired game and your game taught me a few things. Thanks a lot for making it.
This game is really fun but feels extremely unfair at times due to the fact that the enemy's power grows exponentially more than yours coupled with the fact that you have no control over the units you draw. It's like the game hates the possibility or thought of winning through any actual strategy than just spawning any units that are drawn because you keep drawing cards that do work well together but are always greatly weaker than enemy. (I will continue to enjoy this game for hours btw)
I respectfully disagree. The game is not easy to start, but very fair once you understand it. That's not to criticize your skill, but I think having fairness hidden behind experience is a good learning curve.
I think the strategy element you're missing is that your units also grow exponentially, if you plan them well. Getting four of the same unit combined unlocks insane powers, and boosting both power and toughness of a unit, especially shielded, gives exponential (geometric?) damage growth.
As a result, sacrificing your low-level units or high-level bad units to get re-rolls is totally worth it. Using the "freeze" ability to control your options is also key.
This game is great! I love the themes, art, game design, and sound!
You did a fantastic job with this!
It took a while, but I finally got the the dead ending, and then the living ending not long after!
It was really fun to figure out the strategies and take risks. The gameplay loop is addictive and felt balanced ultimately. I love the being rewarded for combining the units. The art and colors and theme of fighting a king to free the town is all great to me.
I made an account just to comment . . . please update this game! I WILL buy it. I have been playing it nonstop for the last week and have finally defeated the king. This game is siiick.
I got killed by a Prince in the end, but overall a viking with a milkman, and a Butcher with shield go a long way, also Lute Player and Summoning book lv 3.
I've put roughly 35 hours into the game now, and here's a short list of thoughts I have. You've done an excellent job and should feel proud of yourself for creating such a polished an enjoyable game!
- The Archer, even at level 3, feels too inconsistent for me to build a strategy you can plan around. Over time, you'll see that the enemy units will build up in certain patterns based on the power of the units you have. The Archer will take two shots across the entire enemy army without any player consideration for the ones I can see will wipe out an entire lane if unaddressed. If we could choose which enemies the Archer can target just like we can do with Spells, that would help to increase its viability immensely and make me want to pick the unit more often. The same concept applies for the Sorcerer as well.
- The Snitches should be limited to only a certain amount per lane, or introduced later. I've had games that would end early because I was massively overwhelmed by lanes filled with Snitches that make me lose most of my hearts, receive only low-power units/shields on my Cauldron re-rolls, and then get defeated in the next round despite changing my existing units to different lanes in an attempt to counter due to being under-powered elsewhere.
- There are times where I have extra coins and I have to re-roll dozens of times in order to start the round. Over time, you begin to acquire more slots for Cauldron rolls as the rounds go on. I'd like the ability to buy slots with my extra money from the Cauldron. Going all-in on buying extra slots to find the perfect recipe of units early on the of risk being overwhelmed feels like a great way to increase the strategic depth of the game.
- Having load-outs or a guaranteed unit type as a reward you can work for after a certain number of wins would be fantastic.
- Having a Challenge mode would be great- Limited Life runs, Runs only using certain units, Brain-Teaser runs that test knowledge of game mechanics, and Armored-Enemy Runs would be fun ways to add to the replay-ability.
Again, amazing job with the game- I love it and look forward to more!
Really great game, absolutely love it. Played until 0200 last night because I couldn't put it down. The varied tactics, beautiful animations, smooth gameplay and interesting style all comes together in a masterpiece.
Thank you for putting the time and effort into games like this. This shit impresses me. Great job! Keep working and don't give up, especially if you enjoy it. You're good at this, and I wish I had your dedication and skill.
Succubus does have some very weird effects, including both glitches and secret(?) functions. It makes me wonder if there's something weird in the code that could also explain the secret power.
For example, succubus enemies often flip 180 degrees when hit or when summoning enemies on death (presumably some of them don't have mirrored animations or a mirror effect wasn't applied to them). Also, succubuses of any level appears to suck the shield off of the mini-bosses alongside the final boss, without actually converting them.
Maybe all of it is a payoff given that the succubus isn't allowed to use her powers on the boss and mini-bosses, but it would nice to have confirmed.
I wasn't getting antsy or anything it was just that its been awhile since there was any news or updates I was merely making an observation so before you gather your torches and pitchforks know that I enjoy this game and would love to see it grow
Don't worry guys, hahahah, i still work on the game! Progress has slowed down because of burnout and other projects (and work, damn) but it's coming along!
I still plan on bringing this to steam as a complete game!
For now, i've pushed a few changes that were already made, some description and balance changes! Really small stuff so i don't want to make a changelog
This game seems lovely, but sadly the screenshake makes it unplayable (I have a photosensitivity condition). I recommend making that a toggle to make it more accessible!
Inspired by this outdated text-only list by Flaminghair and motivated/invigorated by the game's wonderful artwork I had a somewhat crazy idea: Take loads of screenshots, write a script to take care of the tedious work (extracting + combining relevant parts), and finally create an
Image-based collection of most THINGS
Warning
Some of the in-game descriptions are a bit vague and/or misleading. Very few are actually wrong.
Some descriptions differ between preparation phase and battle phase. (Here mostly preparation phase is used.)
General notes
The two stats attack and health of units are capped at 99, so temporary and permanent buffs can not increase them further. However, damage can be higher … Hint: Blessing!
Constructive feedback is welcome! (See comment below.)
Spells
ERROR: Bat Curse lvl 3 gives "Curse!" not "Curse", i.e. deals (3) damage for 3 steps.
Bone Book:
The summoned entity can be placed on any empty spot that is not behind enemy lines.
It can also be placed on the spot of another (friendly) unit as long as there is a free spot somewhere behind (i.e. left of) that unit. This will move the unit 1 step back – and all remaining units on the way to the next free spot, too.
ERROR: Blessing lvl 3 gives "Blessing!" not "Blessing", i.e. protection and Double Damage once.
All lvl 3 spells sell for 5 coins while nothing else does. This might be a bug.
Buildings
"on buy"
Lvl 1 buildings apply their effect immediately on initial placement.
Placing a lvl 1 copy directly from shop onto an already placed building results in the lvl 2 effect (instead of the lvl 1 effect) being applied immediately.
Combining two already placed buildings does not apply an effect immediately.
"end turn"
This means after the battle phase, i.e. right before the next preparation phase.
The "end turn" buff from Blacksmith/Farmer will not be triggered at the moment you click "To Battle!".
Blacksmith and Farmer apply their buff only to a unit on the spot directly behind them. So placement "on buy" matters. And on "end turn" any unit can be buffed by at most one building.
Buffs and items in shop
Milk and Jumbo Milk are permanent buffs.
Bone and Shield create corresponding equipped items when placed.
Equipped items
Every unit can have at most one item equipped.
This means a new item will replace the current one!
Exception: Rocker's blessing ability will not replace items on newly summoned entities, but those entities will not get the blessing either:
Skull summoned by Skull lvl 2/3 (with item)
Devil Imps (with Shield) summoned by Summoner lvl 3.
I have only tried Skulls + Bone and Summoner lvl 3.
TODO: test Skulls + Shield and Skulls + different Blessing lvl
Curses are actually items "equipped" by the enemy.
Shield reduces 2 damage of every (incoming) attack, but the minimal damage is still 1 per (incoming) attack.
Summoned entities
Every summoned entity deals only 1 damage to the castle – even the Skulls (2)(2) summoned by a Skull lvl 3.
TODO: Recheck this observation.
Some of the summoned entities have different names from what the summoning unit claims to summon.
Skull (1)(1) summoned by a Skull lvl 2: The description is completely wrong. (Note: The normal version has the same incorrect description during the battle phase.)
Ratling: Their health can not be buffed, but they can be protected with blessing.
TODO:
Try to get less crowded screenshots.
Add Idiot summoned by charmed Snitch?
Tier 1 units
Milkman: Their health can not be buffed, but they can be protected with blessing.
Skeleton: Placing a lvl 1 copy directly from shop onto an already placed Skeleton will give 2 coins instead of 1 – combining them later will not. (Similar to buildings!)
Tier 2 units
Assasin: To trigger their ability the ally has to be directly in front of them and use the default (melee) attack – attacking with abilities does not count.
Nurse:
To trigger their ability the ally does not have to be directly in front of them, but attacking with abilities does still not count. The ally also needs to survive their attack … No Resurrection!
They can not heal themselves, but one can heal another.
Overheal: Healing can increase a unit's health over their starting health for the duration of the battle.
Tier 3 units
Excalibur:
Here only the base stats are shown.
You should apply attack buffs preferably before level up!
Wizard:
Magic is an equipped item, so "on spell" it will replace the Wizard's previously equipped item if there was one. This implies: Only one "charge" of magic per Wizard per step.
Using a Blessing spell on a Wizard will not give this particular wizard magic … but the blessing.
Tier 4 units
Kobold:
Their ability targets only enemies on the same lane.
They shoot on their first step, i.e. they start the battle with step count at 1. (Pigman starts at 0.)
Rocker:
Their ability targets summoned allies on any lane.
Lvl 3 gives allies "Blessing!" – "Blessing!!!" does not exist.
Succubus:
Prince and King are immune to direct "on hit" charm.
Prince and King die instantly when hit by the "bounced" charm (only Succubus lvl 3).
When enemies are charmed, they respawn with their starting stats, equipped items and no curses … and now facing your enemy.
When a charmed Snitch/APC dies, the resulting Idiots/Guards still fight for your team.
TODO: Recheck whether they count as summoned allies regarding Bard/Rocker. IIRC they do.
Enemies
Every enemy can deal 1 damage to you if they reach your side of the battlefield.
Exception: The King will take all your remaining health and you lose.
TODO: Add Archer and try to get less crowded screenshots.
If you find content-related mistakes or serious grammar/spelling errors, please leave them in a comment.
If you think of good reasons why certain images (or text) should be rearranged, share them. It should only take minor effort on my part. Hopefully …
Hmm… now there is much more text then originally planned and the beautiful artwork was a bit marginalised. :-(
EDIT: I changed the composed images from 9 sub-images per row to 6 – itch scales images to fill the horizontal space. IMO this looks better and the in-picture text is easier to read.
82 days since last update T^T I know you're working on the new deck so it'll probably take a while. Can't wait for that to come out! I'd rather have a good update that takes a while to come out rather than a bad one that comes out immediately. Take your time, don't rush it :D
First of all: This game is already great and one of the best (of the smaller ones) I stumbled upon in recent years. (And this account was just created to make the following comments. So this seems to be important to me.)
The art is reallysuper cute while not being too distracting. Great work!
Request for two QoL features:
Full-screen mode in browser version. Please!
Tampering with zoom and scrolling is a a real hassle … (At least I assume this would be easier than an build for all the OS that aren't Windows …)
Better Spy usability
When fine tuning the units' placement after spying on a large enemy army I have to go back and forth between the two screens a lot since my brain's memory can't handle frequently overwritten values very well. And those "values" (enemy units) change every round …
So instead of seeing only the enemy units on the spy screen it would help me tremendously being able to see the battlefield in its entirety while still being able to move units around (and going back to the shop).
I suppose seeing both shop and the entire battlefield at the same time would need to much horizontal space. But since the shop contains much less "values" that would be much less of a problem.
EDIT: Never mind this presumed restriction!
According to the full-screen image in this comment by Stopsignal the full-screen version has ample horizontal space. It should suffice for both the shop and the complete battlefield.
This small visual comparison shows there should be enough space for at least the spy results being visible in the preparation screen – in case the (preferred) version shop + complete battlefield would be too much work.
Before using the spy option this still modifiable battlefield view could simply hide the right 5 columns behind fog of war (or smoke or darkness – or disgusting light).
Furthermore the king's stats are shown briefly every round regardless of spying, so you could simply add them to this new battlefield view.
Related balance issue: Spying is really powerful in long runs which tend to involve a better income via (multiple) Mausoleum lvl 2+, so 2 coins every round might be a bit cheap. Maybe increase the cost every few roundsuses?
The basic gameplay is explained well enough for someone with prior auto battler experience. (I can't really comment on the point of view of an absolut beginner.)
However, there are also some issues (not really bugs).
A lot of the initial difficulty of the game seems to be caused by important information being hidden or given in a somewhat misleading/inconsistent way.
Regarding the hidden part of the problem:
IMO most important for planning ahead would be the various lvl 2 or lvl 3 unit descriptions. It takes quite a few (or maybe a lot) runs to get every unit to lvl 3 at least once. I assume the "Choose Deck" menu (Coming Soon) is going to solve this is in a more suitable way.
EDIT: Actually, there is a list of most unit/book descriptions on one of the past pages of comments, but it seems to be partially out-of-date.
Regarding the misleading/inconsistent part of the problem, i.e. mostly description issues:
The fast forward button has the tool tip "Move units to last space, ignore special effects". I would assume this includes movement-based effects like Bat Curse and ranged attacks. But they are not ignored. Is the description simply out-of-date? If not, what special effects are ignored?
It seems Blacksmith + Farmer can not buff the same ally at the same time. :-( So "give ally directly behind" might make it clearer.
A few unit/book descriptions differ between preparation phase and battle phase. Examples:
Blessing book lvl 3 in preparation screen is missing the "Double Damage!" part … which is kind of important.
Bone book lvl 3 in battle sreen is missing the "ironic" … which isn't nearly as important. ;-)
Shield claims to "Reduce 2 damage.", but it neglects to mention that minimal damage is still 1.
Ratfolk claims to summon Ratling(1)(1), but it is Ratling (1)(Red Skull – dies on hit), so buffing summon health is pointless here. Also " " is missing.
The target area of unit's abilities should be consistently stated like "first", "on lane", "random", "any", "directly in front", "directly behind". E.g. Kobold targets weakest enemy on lane while Rocker targets any summoned ally. Both are missing these important details. Related: It is unclear what "weakest" means. Lowest enemy tier? Or most damaged?
When several units buff the same unit (e.g. 2 bards on a summon or Nurse(s) + self-buffing unit) the animations are a bit misleading. If I am not mistaken the accumulated buffs are applied at once, but the visuals do not match. This can lead to the (hopefully wrong) conclusion that at least one buffer failed to do its work.
And then there are a few undocumented and somewhat surprising game mechanics.
Summon overflow: Units that summon more than one unit on death might not summon all of them if there is not enough space directly behind them or at the end of their line where they could push their allies to – IIRC they never push towards the enemy. This seems to be more of a feature you have to plan for than a bug (you can summon a Skeleton (1)(2) directly in front of a Snitch to take it and the sole Idiot out — or it could in turn cripple your summoner strategy) – so this mechanic should be explained somewhere. "On Death – Summon up to X Things if there is space" in the description might help make this clearer. And/or an additional page of the "?" regarding summons.
Succubus' issue with the royals: Prince and King are immune to the direct charm (succubus lvl 1–3). But the bounced charm (only lvl 3) seems to deal 99 damage to the unlucky 2nd enemy (any type). This kills the enemy before replacing it with a converted copy – except for the royals … they just die. (As pointed out by Isaac 576.) This makes some kind of sense, but is a bit surprising.
Related: The enemies max health during battle seems to be hard-coded to 99 even if the king has already grown to 100+ health outside of battle. (See future comment below.) EDIT: A few of the older screen shots on previous pages already cover this. And apparently all stats are capped at 99.
It took me some time to figure out that the (non-boss) enemy difficulty grows with number of rounds and damage dealt to castle. But if you can avoid dealing too much damage to the castle, a lot is possible. Like having to sell lvl 3 Things to make space. Or stacking several rows of coins each round. To reduce dependence on luck you basically have to spy every round (3 x free, then 2 coins per round) for quite some time. 2 lvl 3 Bat Curse books can take out 6 units which is really helpful. But then there are rounds with 7 (or 8?) archers, so a third book was nice to have. Even if they don't die right away, replacing their bows is great for planning. Also keeping different books inactive behind the front line can be beneficial for adapting to current enemies every round. It feels a bit weird to rearrange the units every time to maximize your own casualties – e.g. supporter in front, but it can be done … even if it costs some of your own health during the first few rounds. Using multiplying summons makes the planning rather difficult – as do random ranged attacks –, so most of them loose their use soon. For this delaying strategy it is very useful that lvl 3 units only deal the same 2 damage to the castle as lvl 2 units, so you don't have to delay the upgrade too much.
I could have probably squeezed out a few more rounds if I had sold the succubi … but they are simply too cute <3. EDIT: … And a whole lot more when focusing on only 3 units … as several older comments on previous pages point out. Why didn't I check there before? Now I feel a bit dumb. But this was still quite fun for a first try of a delay approach.
also got ideas for new skeletons, first of a tier 4 skeleton cow that gives the friend behind 1/1 stats after it attacks (like big bone) also a tier 2 zombie that when it kills an enemy it summons a 1/1 copy of itself, a tier 1 skeleton dog that if an enemy in it's lane has 1 health it deals one damage to it. Works 3 times. A tier 3 a bat king/bat swarm/vampire idk but what it would do is every 2 steps it gives the backmost enemy bat curse. i would personally love this added and for other bosses ideas you should have to fight your angry dad. (he is also a necromancer).
love this game, im super excited for that level and deck update. Great diificulty level, cool character design and the necromancer is kinda bad ngl, anyone got her snap.
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hard to interact but a lovely game
UNE MISE A JOUR OUIIIIIIOOO
Hi guys! No changelog because it's a small update! Some small balance changes, made summoning build's curve of power a little bit more normalized (they are a bit weaker early on but with the Rocker and Blessings getting an small buff, they are just as strong in lategame)
Some solo powerhouse units (that weren't being very solo powerhouse) were buffed just a tad!
I think that's all, but my memory might be failing! Most work is in the background in order to make loading different decks possible. That's what happens when you make spaghetti code on purpose because you think you won't ever update the game, hahahaha
I just beat it just as this update came in. Without spells or summon units. You don't know how happy I am right now. I'm on cloud nine. Anyway cool update can't wait to see more and any other games you make.👍🏾
\O/ yes, update!
man, i play this game every week, i loved it! i'm so exited about the coming updates
Whoo, update! Tysm for continuing to work on this game, it's amazing
The game area turned completely black when I merged my two lvl2 skulls (with bones) today. I suspect it had to do with the achievement that it tried to give me.
It was the first time I played on this version and the first time in that game that I got a unit to level three. I was playing on Newgrounds and It showed a notification about an achievement that I got. However, I was not logged in to Newgrounds, so I couldn't actually get achievements. I was playing on Chrome.
Strange, thanks for reporting! That should be completely turned off in this itch io, version, need to update asap!
OK FIXED uploading everything soon!
Excellent game my man.
The difficulaty is good.
My one suggestion is: Summoner builds are too strong Bard+Rats/Summoner/Skulls+Rocker are just too easy to pull off and can easily chew through even the toughest enemies. I suggest a new enemy type to counter them, just like Royalist countered the throwers:
PALADIN.
Stats like a Knight, but instead of shield, he works like assasin and attacks the tile behind his target as well.
Not so strong against single high power buffed unit, but devastating against swarms of trash like rats and imps.
Laughs in lvl. 3 Skull with Funny Bone, backed by a single bard.
Great game, I played it for 3 hours to finally win once. We are also working on a chess inspired game and your game taught me a few things. Thanks a lot for making it.
This game is really fun but feels extremely unfair at times due to the fact that the enemy's power grows exponentially more than yours coupled with the fact that you have no control over the units you draw. It's like the game hates the possibility or thought of winning through any actual strategy than just spawning any units that are drawn because you keep drawing cards that do work well together but are always greatly weaker than enemy. (I will continue to enjoy this game for hours btw)
I respectfully disagree. The game is not easy to start, but very fair once you understand it. That's not to criticize your skill, but I think having fairness hidden behind experience is a good learning curve.
I think the strategy element you're missing is that your units also grow exponentially, if you plan them well. Getting four of the same unit combined unlocks insane powers, and boosting both power and toughness of a unit, especially shielded, gives exponential (geometric?) damage growth.
As a result, sacrificing your low-level units or high-level bad units to get re-rolls is totally worth it. Using the "freeze" ability to control your options is also key.
This game is great! I love the themes, art, game design, and sound!
You did a fantastic job with this!
It took a while, but I finally got the the dead ending, and then the living ending not long after!
It was really fun to figure out the strategies and take risks. The gameplay loop is addictive and felt balanced ultimately. I love the being rewarded for combining the units. The art and colors and theme of fighting a king to free the town is all great to me.
<3
really loved the game!
as a suggestion it would be cool to see your army when you win so you can reflect on the setup
I made an account just to comment . . . please update this game! I WILL buy it. I have been playing it nonstop for the last week and have finally defeated the king. This game is siiick.
This game is amazing!!! Love the art and the mechanics, fantastic spin on the classic auto battler.
I wanna make love to this game it looks so good. and its fun. i wish it was bigger.
I got killed by a Prince in the end, but overall a viking with a milkman, and a Butcher with shield go a long way, also Lute Player and Summoning book lv 3.
I've put roughly 35 hours into the game now, and here's a short list of thoughts I have. You've done an excellent job and should feel proud of yourself for creating such a polished an enjoyable game!
- The Archer, even at level 3, feels too inconsistent for me to build a strategy you can plan around. Over time, you'll see that the enemy units will build up in certain patterns based on the power of the units you have. The Archer will take two shots across the entire enemy army without any player consideration for the ones I can see will wipe out an entire lane if unaddressed. If we could choose which enemies the Archer can target just like we can do with Spells, that would help to increase its viability immensely and make me want to pick the unit more often. The same concept applies for the Sorcerer as well.
- The Snitches should be limited to only a certain amount per lane, or introduced later. I've had games that would end early because I was massively overwhelmed by lanes filled with Snitches that make me lose most of my hearts, receive only low-power units/shields on my Cauldron re-rolls, and then get defeated in the next round despite changing my existing units to different lanes in an attempt to counter due to being under-powered elsewhere.
- There are times where I have extra coins and I have to re-roll dozens of times in order to start the round. Over time, you begin to acquire more slots for Cauldron rolls as the rounds go on. I'd like the ability to buy slots with my extra money from the Cauldron. Going all-in on buying extra slots to find the perfect recipe of units early on the of risk being overwhelmed feels like a great way to increase the strategic depth of the game.
- Having load-outs or a guaranteed unit type as a reward you can work for after a certain number of wins would be fantastic.
- Having a Challenge mode would be great- Limited Life runs, Runs only using certain units, Brain-Teaser runs that test knowledge of game mechanics, and Armored-Enemy Runs would be fun ways to add to the replay-ability.
Again, amazing job with the game- I love it and look forward to more!
I died on the final boss fight😭
Really great game, absolutely love it. Played until 0200 last night because I couldn't put it down. The varied tactics, beautiful animations, smooth gameplay and interesting style all comes together in a masterpiece.
Thank you for putting the time and effort into games like this. This shit impresses me. Great job! Keep working and don't give up, especially if you enjoy it. You're good at this, and I wish I had your dedication and skill.
Now I'm gonna go back to grinding this shit
I WON!!! I killed the king the turn before I lost my last heart
Also, I like the little detail in the drawing. She's just a person throughout the game, then after she wins, she gets a skull face.
She only gets the skull face if you die during the king fight. THIS is a little detail that sells the game to me!
Dammnnnnnnn
☠️
i love this i need this more (this is an skeleton PNG)
game is cool too
Question for dev: is the level3 succubus's secret effect in the final battle a glitch or an easter egg?
I think it's intentional. A lvl 3 succubus is hard to get, so a payoff like this is nice.
Succubus does have some very weird effects, including both glitches and secret(?) functions. It makes me wonder if there's something weird in the code that could also explain the secret power.
For example, succubus enemies often flip 180 degrees when hit or when summoning enemies on death (presumably some of them don't have mirrored animations or a mirror effect wasn't applied to them). Also, succubuses of any level appears to suck the shield off of the mini-bosses alongside the final boss, without actually converting them.
Maybe all of it is a payoff given that the succubus isn't allowed to use her powers on the boss and mini-bosses, but it would nice to have confirmed.
Lol, looks like it wasn't an easter egg after all; latest update took it out :'(
how dose anyone beat this game it impossible because of how many enemy’s spawn in
It is beatable. I've done it once. Only once tho. But i can agree that the difficaulty scaling is insane.
Is there any kind of "roadmap" for this game? Or any Devblog where I can see what you plan for the future
over 90 days since game updated I don't think its ever being finished even though the game was amazin
working on it!
This is already a finished game by any standard for web-games. Very polished; I totally forgot that it even has updated modes promised.
I'll play the heck out of them if you add them, but unlike some games I don't feel like this is inherently lacking something without them.
I agree entirely I just wish there were more games like this one because I love the style of them
Push off mate!
3 months is a REALLY SHORT TIME to upgrade a piece of work like this. And probably Stop signal has a whole other life and work and stuff going on.
Making stuff is difficult!
Making stuff takes time!
Why's everyone getting all antsy these last few days? Good things take time.
I wasn't getting antsy or anything it was just that its been awhile since there was any news or updates I was merely making an observation so before you gather your torches and pitchforks know that I enjoy this game and would love to see it grow
Don't worry guys, hahahah, i still work on the game! Progress has slowed down because of burnout and other projects (and work, damn) but it's coming along!
I still plan on bringing this to steam as a complete game!
For now, i've pushed a few changes that were already made, some description and balance changes! Really small stuff so i don't want to make a changelog
I love heart
holy fuck
i gotta fix that lol
Bam, 6 turn victory.
God damn these things are difficult.
This game seems lovely, but sadly the screenshake makes it unplayable (I have a photosensitivity condition). I recommend making that a toggle to make it more accessible!
i'll try to remember this and make a toggle! still doing a lot of other stuff but i'll keep it noted!!!
I love playing this game instead of paying attention in class
damn yes! It took me 2 days and a strategy based on a lot of tanky Vikings and no magic.
please just release the update... please
Anyone beaten the king? I'm starting to continuisly getting to him, but he just have to much health to deal with.
And just because i said that i just beat him. Golem with healer and shield did the trick.
is this ever going to be expanded on
It is, soon, i promise, hahaha
been working on it behind the scenesss
SOON! GUYS, STOPSIGNAL SAID SOON! YIPPEE :D
Thank you so much!
Inspired by this outdated text-only list by Flaminghair and motivated/invigorated by the game's wonderful artwork I had a somewhat crazy idea: Take loads of screenshots, write a script to take care of the tedious work (extracting + combining relevant parts), and finally create an
Image-based collection of most THINGS
Warning
General notes
Spells
Buildings
Buffs and items in shop
Equipped items
Summoned entities
Tier 1 units
Tier 2 units
Tier 3 units
Tier 4 units
Enemies
As noted: Constructive feedback is welcome!
Hmm… now there is much more text then originally planned
and the beautiful artwork was a bit marginalised. :-(Spoiler tags for the sections of the collection would be nice, but this feature does not seem to be available.
Further idea: Overview table
messyinteresting)Shield is best card in the game lowkey. if enemies scaled past 3/4 attack eventually it wouldn't be as broken
or if there was a better deathrattle/spawning enemy in late game
Agree the shield is like mewing, it makes you so strong and sigma it should get nerfed so units who have it don't looksmaxx inmediatly
destabilizing the economy
They should add a sigma skeleton, his ability is he mogs a random enemy that has less stats than him. if you get mogged you lose your ability.
82 days since last update T^T
I know you're working on the new deck so it'll probably take a while. Can't wait for that to come out! I'd rather have a good update that takes a while to come out rather than a bad one that comes out immediately. Take your time, don't rush it :D
Agree you are very sigma you could mog anyone who edges. Im gonna start mewing so i can be an alpha like you
Idk if its just me but some of the kings guys should be nerfed just a little bit
also nerf sucumbus and monestary plz
stopsignal u gyatt to tell us when the skibidi update will realesed. plz
First of all:
This game is already great and one of the best (of the smaller ones) I stumbled upon in recent years.
(And this account was just created to make the following comments. So this seems to be important to me.)
The art is
reallysuper cute while not being too distracting. Great work!Request for two QoL features:
Full-screen mode in browser version. Please!
Tampering with zoom and scrolling is a a real hassle …
(At least I assume this would be easier than an build for all the OS that aren't Windows …)
Better Spy usability
I suppose seeing both shop and the entire battlefield at the same time would need to much horizontal space. But since the shop contains much less "values" that would be much less of a problem.Related balance issue:
Spying is really powerful in long runs which tend to involve a better income via (multiple) Mausoleum lvl 2+, so 2 coins every round might be a bit cheap. Maybe increase the cost every few
roundsuses?The basic gameplay is explained well enough for someone with prior auto battler experience. (I can't really comment on the point of view of an absolut beginner.)
However, there are also some issues (not really bugs).
A lot of the initial difficulty of the game seems to be caused by important information being hidden or given in a somewhat misleading/inconsistent way.
Regarding the hidden part of the problem:
IMO most important for planning ahead would be the various lvl 2 or lvl 3 unit descriptions. It takes quite a few (or maybe a lot) runs to get every unit to lvl 3 at least once.
I assume the "Choose Deck" menu (Coming Soon) is going to solve this is in a more suitable way.
EDIT: Actually, there is a list of most unit/book descriptions on one of the past pages of comments, but it seems to be partially out-of-date.
Regarding the misleading/inconsistent part of the problem, i.e. mostly description issues:
The fast forward button has the tool tip "Move units to last space, ignore special effects".
I would assume this includes movement-based effects like Bat Curse and ranged attacks. But they are not ignored.
Is the description simply out-of-date?
If not, what special effects are ignored?
It seems Blacksmith + Farmer can not buff the same ally at the same time. :-( So "give ally directly behind" might make it clearer.
A few unit/book descriptions differ between preparation phase and battle phase.
Examples:
Shield claims to "Reduce 2 damage.", but it neglects to mention that minimal damage is still 1.
Ratfolk claims to summon Ratling(1)(1), but it is Ratling (1)(Red Skull – dies on hit), so buffing summon health is pointless here. Also " " is missing.
The target area of unit's abilities should be consistently stated like "first", "on lane", "random", "any", "directly in front", "directly behind".
E.g. Kobold targets weakest enemy on lane while Rocker targets any summoned ally. Both are missing these important details.
Related: It is unclear what "weakest" means. Lowest enemy tier? Or most damaged?
When several units buff the same unit (e.g. 2 bards on a summon or Nurse(s) + self-buffing unit) the animations are a bit misleading. If I am not mistaken the accumulated buffs are applied at once, but the visuals do not match. This can lead to the (hopefully wrong) conclusion that at least one buffer failed to do its work.
And then there are a few undocumented and somewhat surprising game mechanics.
Summon overflow:
Units that summon more than one unit on death might not summon all of them if there is not enough space directly behind them or at the end of their line where they could push their allies to – IIRC they never push towards the enemy.
This seems to be more of a feature you have to plan for than a bug (you can summon a Skeleton (1)(2) directly in front of a Snitch to take it and the sole Idiot out — or it could in turn cripple your summoner strategy) – so this mechanic should be explained somewhere. "On Death – Summon up to X Things if there is space" in the description might help make this clearer. And/or an additional page of the "?" regarding summons.
Succubus' issue with the royals:
Prince and King are immune to the direct charm (succubus lvl 1–3).
But the bounced charm (only lvl 3) seems to deal 99 damage to the unlucky 2nd enemy (any type). This kills the enemy before replacing it with a converted copy – except for the royals … they just die. (As pointed out by Isaac 576.)
This makes some kind of sense, but is a bit surprising.
Related:
The enemies max health during battle seems to be hard-coded to 99 even if the king has already grown to 100+ health outside of battle. (See future comment below.)
EDIT: A few of the older screen shots on previous pages already cover this. And apparently all stats are capped at 99.
Now for a "fun" experiment.
It took me some time to figure out that the (non-boss) enemy difficulty grows with number of rounds and damage dealt to castle. But if you can avoid dealing too much damage to the castle, a lot is possible. Like having to sell lvl 3 Things to make space. Or stacking several rows of coins each round.
To reduce dependence on luck you basically have to spy every round (3 x free, then 2 coins per round) for quite some time.
2 lvl 3 Bat Curse books can take out 6 units which is really helpful. But then there are rounds with 7 (or 8?) archers, so a third book was nice to have. Even if they don't die right away, replacing their bows is great for planning.
Also keeping different books inactive behind the front line can be beneficial for adapting to current enemies every round.
It feels a bit weird to rearrange the units every time to maximize your own casualties – e.g. supporter in front, but it can be done … even if it costs some of your own health during the first few rounds.
Using multiplying summons makes the planning rather difficult – as do random ranged attacks –, so most of them loose their use soon.
For this delaying strategy it is very useful that lvl 3 units only deal the same 2 damage to the castle as lvl 2 units, so you don't have to delay the upgrade too much.
I could have probably squeezed out a few more rounds if I had sold the succubi … but they are simply too cute <3.
EDIT: … And a whole lot more when focusing on only 3 units … as several older comments on previous pages point out. Why didn't I check there before? Now I feel a bit dumb. But this was still quite fun for a first try of a delay approach.
can u pls add the ideas below if you do baby gronk will rizz up livy dune in ohio in front of your gyatt edging to skibidi toilet
also got ideas for new skeletons, first of a tier 4 skeleton cow that gives the friend behind 1/1 stats after it attacks (like big bone) also a tier 2 zombie that when it kills an enemy it summons a 1/1 copy of itself, a tier 1 skeleton dog that if an enemy in it's lane has 1 health it deals one damage to it. Works 3 times. A tier 3 a bat king/bat swarm/vampire idk but what it would do is every 2 steps it gives the backmost enemy bat curse. i would personally love this added and for other bosses ideas you should have to fight your angry dad. (he is also a necromancer).
love this game, im super excited for that level and deck update. Great diificulty level, cool character design and the necromancer is kinda bad ngl, anyone got her snap.
I FINALLY BEAT IT WOO. it took me like a month but I finally did it!!