Don't read this if you want to figure everything out by yourself but on maxed flying skull with bones and a bard can carry a whole line even if they seem weak.
Piles of Level 1 summoners are the way. Also, judious use of spying, and deliberately "losing" lanes where the castles is strongest so as to push through 4 summoners in the lane where they are weakest.
Delightful. It took me a while and no small amount of luck but I'm DONE! I had a great time. I have some gripes about the games, but a quick look through older comments let me see that people have already covered most of what I had to say! So I'm only left with one question, do you intend on making sweet sweet m3rch? I'm spelling it like that to avoid bots but like, look into redbubble or something all these designs are gorgeous.
Excellent game! Keep coming back to it for daily replays, even though it's easy to beat with practice there's a particular satisfaction in testing and tweaking different builds and upgrades. Really great job and can't wait for the expansion.
That being said, through lots and lots of playtesting there's a few super annoying bugs, and there are also some balancing and QoL suggestions I have.
Bugs: -The level 4 rockstar guy does not always grant blessing to summoned units. When this happens, he makes the sound and animation, but there's no effect. This seems to often affect in particular the floating skull (I think the first spawn will almost never get this), and also where a summoned unit has another item (i.e. shield). This means that paradoxically, it becomes a disincentive to upgrade your summoner guys to level 3 (as when it dies it grants the two summoned units shields), and also it means shield is bad to give to your floating skull. -From necromancer level 3 onwards, merging two level 2 units/items spawns a level level 4 bonus unit/item the first time it is done in the round. However, there is a bug where on the second time in a round, it doesn't always spawn. There seems to be no consistency or way to predict when this will or won't happen.
Balancing suggestions:
-The basic skeleton should gain 1 coin on merging to level 2. This could create a fun alternative rush strategy, where you could buy 4 things on turn 1 instead of 3, which offsets their poor stats. At the moment, if on round 1 you have 2 skeletons in the shop, while you can buy both, this only gives you 2 extra gold (12 total) which means you cannot buy an extra guy on round 1 as the shop starts with only 3 units to choose from, so you have to waste the extra 2 coins.
-The wizard - too similar to the archer, and not powerful enough to justify the level 3 investment. Main issue is that no matter how many spells you play each step, the wizard will only shoot once. Whereas you want to use your spells often multiple times at the start (e.g. curses to remove items from archers, or to maximise effect as there is only so much space to walk). My suggestions: A) Let the effect charge (so if you played 3 spells on first step, then wizard will shoot for next 3 steps) or B) make the level 2 wizard shoot two different random targets (level 3 shoots 3 different targets). B) makes the wizard feel more unique too.
-Echo comments from a previous poster about it feeling underwhelming to upgrade the succubus.
-Excalibur: 2 HP is so underwhelming at level 3, needs a lot of support to make him playable and then before you can give him support you get to level 4 guys. Maybe an extra HP would be nice.
-Invulnerability spell: feels a bit underwhelming, not sure what can be done here but its rarely something I pick. I think the only item I've never
-Medic - feels kinda bad that you need greater than the HP you're being attacked before the medic healing kicks in
QoL:
-Please have an option for double speed! Game feels quite slow once you are trying to do a run and have worked out maths etc., and are just waiting for the shuffling to go through.
-Accidentally upgrading units when you mean to move them is super annoying! E.g. I have two level 2 medics, want to keep them on separate lanes, try to swap around and accidentally merge them. Can there be some confirmation step here?
Suggestion: Some games, you can just breeze through it without worrying about positioning. But the majority of games, 95% of them, you end up losing because you didn't know where to place your pieces. If this is a "chess" type game, then rather than giving you 3 chances to look at your opponent, you should either
A. Let us always view the opponent's board. This would be ideal, but it could cause the game to be much, much easier.
B. Add an item in the shop that lets you view your opponent's board at all times at level 2 or 3. Combine this idea with C. for the best effect of this idea.
C. Have little arrows showing how many enemies are in each lane, even if it doesn't tell you which ones that are there in the early game.
D. Make it so you can view your opponent's board twice, but any subsequent views cost 3 coins.
Additionally, I think there should be four more additions as well:
1. Make the first reroll of your shop each time it's open free.
2. Add a health regen item to the shop. Just make it spawn at level 2. It costs 3 coins, is random in the shop like everything else, and regains 1 heart. The upgraded version the regains 2 hearts would be at level 4.
3. Level 1 should have one more turn before moving to level 2, same with level 2 before turning to level 3.
4. Add a quick restart button that just goes back to where you click on the witch to throw the first bone in the cauldron.
Heyo! I’m catsupnorth from NG. I ended up winning again (yes I’m still playing), and so I thought I’d donate some money and share some more feedback:
-Assassin is *really* good. Combos well with summons and tanks, and cuts through hordes like it’s nothing. Even Tier 1 is a great addition to any formation.
-Succubus + Shield + small HP Buff = Broken. Take 1 damage from anything (except Knights, which is just 2), insta-kill that unit, AND convert them to your side. Even Archers can only do so much to that.
-In general, I never saw a need to level up my Succubuses. Any hit, regardless of attack, already converts any unit, and health can just be increased manually. So, I thought of a rework:
Succubus L1: 1/2, spawns with Charm (On the first hit, convert the enemy.)
L2: 2/3, spawns with Charm (On the first 2 hits, convert the enemy.)
L3: 3/4, spawns with Charm (On the first 3 hits, convert the enemy, and heal self for 1.)
Hopefully that would break the Succubus + Shield combo (since you can’t have two items at once) and give an incentive to level up. I haven’t ever seen a L3 Succubus, so maybe that form’s enough to give a reason, but I doubt it.
-Excalibur and Wizard suck, but purplynecro’s review down there go other that pretty well. Viking is also outclassed by Sticky early on, and struggles against Supporters; which, when they pour in en masse, makes him bad earlygame and outclassed lategame.
-Skeleton’s L3 should definitely give you gold back, otherwise there’s not a lot of reason to merge the 2/2 L2s together.
And I think that’s it again! Keep up the good work up there.
Loved it. Sold on the game as soon as I saw the art for the bard. Beat it first try, would love variable difficulty. Keep up good work, game is gorgeous.
Literally impossible to win. I've tried multiple different tactics to beat the game and NOTHING has worked. Not to mention multiple glitches where summons don't spawn or gain buffs. It's also stupid how the fast forward option skips spells and such.
Oh, after two months I found a little "bug". In 2nd LvL flying skull description are stated, that summoned single skull will be (2)(1), while actually it summoning (1)(1) skull. It happens only at battlegrounds.
so this game is very good in both gameplay and game design. I love the style and we want a site or an extension where we could, for example, take on another boss - ( a demon king or a rogue dwarf. There's also the difficulty, which I think is perfect. I think the introduction of successes or secrets would be an added bonus (other than the two possible endings).if there's one thing I'd change, it'd be the death sound effects, which sound very artificial and fake, and after a while become unbearable.
Actually the game are not that hard as commentators claims. There are plenty of tactics to make really strong lane (my fav are nurse->thief->anything sturdy enough) or rush the castle (you can left unguarded lines while tossing lvl 2 units on easy lines).
Yes, there are a lot depending on luck with building lanes, but opportunities are everywhere. Calculate the enemy deffence-offense when spying! (I hate archers on both sides.)
The game is pretty hard (4 wins out of at least 30-40 attempts), but it's impressed me enough to get myself to give an advanced critique, though I'm admittedly not very experienced in this genre.
First is the difficulty spike that occurs when Snitches are introduced, at the same time when the amount of enemies in general also spikes up significantly. (turn 4/5) I feel like that should be delayed to when you get Tier 3 units. There may be one on the turn that Knights and APCs get introduced since dealing with 1 is already tough, but a double Knight + double APC one is pretty much invincible. It'd be good to note the concept of Unstable Equilibrium since getting a bad round early on is going to make your chances of winning more bleak. The other part is feeling like coins are too scarce in later game, assuming you're not lucky with getting the building that gives you coin generation. Maybe nerf the coin gain for upgrading that building in exchange of extra coin gain at later turns? Or give more units that could increase coin gain.
Second is that spells don't seem worth playing around with unless you have a solid defense already. It's mainly because most losses are because you've basically let the enemy scale up too long, and spells don't consistently help against that compared to another unit that could do more damage to the castle. (Maybe make the king a little stronger at early stages but lower the castle HP instead?) Bat Curse feels meh at early-game, almost useless mid-game (where I'd say things get shaky) and niche late-game for removing shields from Knights. It doesn't synergize well with Bowies and Wizards. Skeleton summon feels ok, and the Blessing one I feel is mainly good for clutch victories. Personally, given the disadvantages of spells, I would make spells cost 2 coins instead of 3.
Third is whether a way to "banish" a unit for a price would be viable to add.
As for specific balance tweaks I'd recommend as well:
Maybe to ease the difficulty spike that a group of Snitches can bring, maybe lower the amount of Snitches but add a new Priest enemy for early game with 2 atk + 1 hp that can also heal enemies in front, which would pose a similar threat without taking 3 hearts if it gets by. (This may hurt the viability of Vikings, whom I feel need a buff the most out of all Tier 1 units anyway)
Wizards feel very underwhelming for a Tier 3 unit, given that it is essentially useless without spells and unless you're lucky enough to stack spells early, is an inferior Bowie. Also, the Wizard doesn't seem to be able to store multiple spells. I would either give it a damage buff + inflict Bat Curse at Lvl 3, or demote it to a Lvl 2 unit. I think it would also help to add another unit that benefits from spells by buffing itself on spell to encourage a spell-friendly build, like some magic golem.
Summon builds feel powerful if you get good rolls for them early on, even though they're difficult to set up, because they also have the benefit of hurting castles more. Maybe give some other units +1 damage to castle?
I'm conflicted on the Big Boned, because although it can get broken with enough support, other units like a buffed Sticky or a Pigman feel more reliable. But as a Tier 4 unit it doesn't have the tide-turning feel every other T4 unit does.
Excalibur doesn't really seem to be worth the buildup because its health is low enough that even with a shield and milk, a Snitch or APC will halve its lifespan. Personally I'd let the Lvl 2 to 3 transition double the attack and health, but maybe you have something better in mind. (Or maybe more front-line summons are needed)
On a final note, if you feel like expanding the game, I think a simple but neat addition would be different playable necromancers with different bonuses each.
I would be happy to support the developer with a coin, but I live in a global outcast country, I can not make a payment( Anyway, the game itself is amazing
god this game is so good. its like taken over my life. i must play it like, once a day just as a little break from working? im now more or less winning every run and have all the knacks - absolutely terrific game and so so fun. if you turned this into a mobile game you'd basically own me for life
The RNG just kept giving me Archers, and I kept taking them (6 archers by round 3, 10 by end of game? so like... nearly half my units?) Mid game consisted of just... archers killing everything before my armies even made contact?
Turns out: 1 or 2 archers= chaotic and inconsistent, 4 x lvl 2 archers= kill everything. Archers are better in high volumes.
Early Lvl 3 archers gave access to early succubus, and then Medic building cranked up her HP. Absolutely wonderful
Hey, so as a random question, about 1/3 of the time I'll be halfway through a run, and then the window just goes black and stays that way (sound continues).
I figure if its just me, probably not worth worrying about, but if other people are having similar things, might be worth looking into?
(Excellent game btw, beautifully balanced, so many strategies. I am currently sad, as I just lost a run where I was on track to deal 20 damage by round 3. )
1. During the fight, it would be handy to see right away how many spells does each book have left (maybe instead of book number (which is superfluous I think - book position is evident) or in addition to it (with some other color?)). Currently I have to pause and scroll through all the books to find out how many spells are remaining.
2. When I hit space during visual effect of attack, a bat curse etc., the game does not pause. Instead it could remember that I've hit pause and pause after the effect ends.
Was able to get a Big Bones to 25 attack during the kind fight. I had a Milkman in front to help with boosting early attack, and had a Healer & Pigman in the back just in case. I also put the Maid structure in front of it so the hp stacked over time.
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First alive victory! after too many attempts...
After MANY MANY attempts, me and Ninegardens have beaten the 6 turn record. 2 whole days of attempts, strategy's, and pain.
I am Proud to present the mythical 5 TURN WIN!!
I thought you died if you got to 0 health even if you killed the king so I reloaded just before I could see the win screen
painful
5 turns I wanna try to match that so I got some work to do
HOLLY MOLLY! I had cleared with no damage at all! (Got quite lucky with two early Lv.3 mausoleums and enough flying skulls.)
Now i can considered game completed and won.
My best run yet. Wish I'd got the photo just before the battle started, but I wiped the floor with them.
Don't read this if you want to figure everything out by yourself but on maxed flying skull with bones and a bard can carry a whole line even if they seem weak.
6 Turn Victory.
Hell. Yes.
Piles of Level 1 summoners are the way. Also, judious use of spying, and deliberately "losing" lanes where the castles is strongest so as to push through 4 summoners in the lane where they are weakest.
Also, flying Skulls+funnybones is hilarious.
Ha-HA! I won!!
Delightful. It took me a while and no small amount of luck but I'm DONE! I had a great time. I have some gripes about the games, but a quick look through older comments let me see that people have already covered most of what I had to say! So I'm only left with one question, do you intend on making sweet sweet m3rch? I'm spelling it like that to avoid bots but like, look into redbubble or something all these designs are gorgeous.
Excellent game! Keep coming back to it for daily replays, even though it's easy to beat with practice there's a particular satisfaction in testing and tweaking different builds and upgrades. Really great job and can't wait for the expansion.
That being said, through lots and lots of playtesting there's a few super annoying bugs, and there are also some balancing and QoL suggestions I have.
Bugs:
-The level 4 rockstar guy does not always grant blessing to summoned units. When this happens, he makes the sound and animation, but there's no effect. This seems to often affect in particular the floating skull (I think the first spawn will almost never get this), and also where a summoned unit has another item (i.e. shield). This means that paradoxically, it becomes a disincentive to upgrade your summoner guys to level 3 (as when it dies it grants the two summoned units shields), and also it means shield is bad to give to your floating skull.
-From necromancer level 3 onwards, merging two level 2 units/items spawns a level level 4 bonus unit/item the first time it is done in the round. However, there is a bug where on the second time in a round, it doesn't always spawn. There seems to be no consistency or way to predict when this will or won't happen.
Balancing suggestions:
-The basic skeleton should gain 1 coin on merging to level 2. This could create a fun alternative rush strategy, where you could buy 4 things on turn 1 instead of 3, which offsets their poor stats. At the moment, if on round 1 you have 2 skeletons in the shop, while you can buy both, this only gives you 2 extra gold (12 total) which means you cannot buy an extra guy on round 1 as the shop starts with only 3 units to choose from, so you have to waste the extra 2 coins.
-The wizard - too similar to the archer, and not powerful enough to justify the level 3 investment. Main issue is that no matter how many spells you play each step, the wizard will only shoot once. Whereas you want to use your spells often multiple times at the start (e.g. curses to remove items from archers, or to maximise effect as there is only so much space to walk). My suggestions: A) Let the effect charge (so if you played 3 spells on first step, then wizard will shoot for next 3 steps) or B) make the level 2 wizard shoot two different random targets (level 3 shoots 3 different targets). B) makes the wizard feel more unique too.
-Echo comments from a previous poster about it feeling underwhelming to upgrade the succubus.
-Excalibur: 2 HP is so underwhelming at level 3, needs a lot of support to make him playable and then before you can give him support you get to level 4 guys. Maybe an extra HP would be nice.
-Invulnerability spell: feels a bit underwhelming, not sure what can be done here but its rarely something I pick. I think the only item I've never
-Medic - feels kinda bad that you need greater than the HP you're being attacked before the medic healing kicks in
QoL:
-Please have an option for double speed! Game feels quite slow once you are trying to do a run and have worked out maths etc., and are just waiting for the shuffling to go through.
-Accidentally upgrading units when you mean to move them is super annoying! E.g. I have two level 2 medics, want to keep them on separate lanes, try to swap around and accidentally merge them. Can there be some confirmation step here?
Suggestion: Some games, you can just breeze through it without worrying about positioning. But the majority of games, 95% of them, you end up losing because you didn't know where to place your pieces. If this is a "chess" type game, then rather than giving you 3 chances to look at your opponent, you should either
A. Let us always view the opponent's board. This would be ideal, but it could cause the game to be much, much easier.
B. Add an item in the shop that lets you view your opponent's board at all times at level 2 or 3. Combine this idea with C. for the best effect of this idea.
C. Have little arrows showing how many enemies are in each lane, even if it doesn't tell you which ones that are there in the early game.
D. Make it so you can view your opponent's board twice, but any subsequent views cost 3 coins.
Additionally, I think there should be four more additions as well:
1. Make the first reroll of your shop each time it's open free.
2. Add a health regen item to the shop. Just make it spawn at level 2. It costs 3 coins, is random in the shop like everything else, and regains 1 heart. The upgraded version the regains 2 hearts would be at level 4.
3. Level 1 should have one more turn before moving to level 2, same with level 2 before turning to level 3.
4. Add a quick restart button that just goes back to where you click on the witch to throw the first bone in the cauldron.
So, option D above is already true (cost of 2 coins after 3 views).
Option 1 above is also kind of true (you get given nine coins, so there's one spill over coin for a "free" re-roll.
Option 2 is cool. Note sure about suggestion 3 - what are you hoping to gain there? Personally I like the speed of ramp.
Idea 4 listed above is already implemented (little spiral arrow, bottom right, took me ages to find as well).
i killed the king but i my base didn't survive. Was that a win? or lose?
Heyo! I’m catsupnorth from NG. I ended up winning again (yes I’m still playing), and so I thought I’d donate some money and share some more feedback:
-Assassin is *really* good. Combos well with summons and tanks, and cuts through hordes like it’s nothing. Even Tier 1 is a great addition to any formation.
-Succubus + Shield + small HP Buff = Broken. Take 1 damage from anything (except Knights, which is just 2), insta-kill that unit, AND convert them to your side. Even Archers can only do so much to that.
-In general, I never saw a need to level up my Succubuses. Any hit, regardless of attack, already converts any unit, and health can just be increased manually. So, I thought of a rework:
Succubus L1: 1/2, spawns with Charm (On the first hit, convert the enemy.)
L2: 2/3, spawns with Charm (On the first 2 hits, convert the enemy.)
L3: 3/4, spawns with Charm (On the first 3 hits, convert the enemy, and heal self for 1.)
Hopefully that would break the Succubus + Shield combo (since you can’t have two items at once) and give an incentive to level up. I haven’t ever seen a L3 Succubus, so maybe that form’s enough to give a reason, but I doubt it.
-Excalibur and Wizard suck, but purplynecro’s review down there go other that pretty well. Viking is also outclassed by Sticky early on, and struggles against Supporters; which, when they pour in en masse, makes him bad earlygame and outclassed lategame.
-Skeleton’s L3 should definitely give you gold back, otherwise there’s not a lot of reason to merge the 2/2 L2s together.
And I think that’s it again! Keep up the good work up there.
Loved it. Sold on the game as soon as I saw the art for the bard. Beat it first try, would love variable difficulty. Keep up good work, game is gorgeous.
Literally impossible to win. I've tried multiple different tactics to beat the game and NOTHING has worked. Not to mention multiple glitches where summons don't spawn or gain buffs. It's also stupid how the fast forward option skips spells and such.
i don't know if this is a bug or not, but for some reason the ratlings summoned by the ratfolk cannot have their attack buffed by the bard's effect
It's supposed to work that way! Their description says that they can't have their life buffed (I think it was the life rather than the attack)
However, lots of people are reporting it as a bug, so I am thinking on reworking it some day!
i absolutely loved this game
Oh, after two months I found a little "bug". In 2nd LvL flying skull description are stated, that summoned single skull will be (2)(1), while actually it summoning (1)(1) skull. It happens only at battlegrounds.
i won and died on the same turn
Consider adding a resolution option as on a 4k monitor the window is VERY small!
Try alt enter! won't look the prettiest, but it works!!
so this game is very good in both gameplay and game design. I love the style and we want a site or an extension where we could, for example, take on another boss - ( a demon king or a rogue dwarf. There's also the difficulty, which I think is perfect. I think the introduction of successes or secrets would be an added bonus (other than the two possible endings).if there's one thing I'd change, it'd be the death sound effects, which sound very artificial and fake, and after a while become unbearable.
Actually the game are not that hard as commentators claims. There are plenty of tactics to make really strong lane (my fav are nurse->thief->anything sturdy enough) or rush the castle (you can left unguarded lines while tossing lvl 2 units on easy lines).
Yes, there are a lot depending on luck with building lanes, but opportunities are everywhere. Calculate the enemy deffence-offense when spying! (I hate archers on both sides.)
The game is pretty hard (4 wins out of at least 30-40 attempts), but it's impressed me enough to get myself to give an advanced critique, though I'm admittedly not very experienced in this genre.
First is the difficulty spike that occurs when Snitches are introduced, at the same time when the amount of enemies in general also spikes up significantly. (turn 4/5) I feel like that should be delayed to when you get Tier 3 units. There may be one on the turn that Knights and APCs get introduced since dealing with 1 is already tough, but a double Knight + double APC one is pretty much invincible. It'd be good to note the concept of Unstable Equilibrium since getting a bad round early on is going to make your chances of winning more bleak. The other part is feeling like coins are too scarce in later game, assuming you're not lucky with getting the building that gives you coin generation. Maybe nerf the coin gain for upgrading that building in exchange of extra coin gain at later turns? Or give more units that could increase coin gain.
Second is that spells don't seem worth playing around with unless you have a solid defense already. It's mainly because most losses are because you've basically let the enemy scale up too long, and spells don't consistently help against that compared to another unit that could do more damage to the castle. (Maybe make the king a little stronger at early stages but lower the castle HP instead?) Bat Curse feels meh at early-game, almost useless mid-game (where I'd say things get shaky) and niche late-game for removing shields from Knights. It doesn't synergize well with Bowies and Wizards. Skeleton summon feels ok, and the Blessing one I feel is mainly good for clutch victories. Personally, given the disadvantages of spells, I would make spells cost 2 coins instead of 3.
Third is whether a way to "banish" a unit for a price would be viable to add.
As for specific balance tweaks I'd recommend as well:
Maybe to ease the difficulty spike that a group of Snitches can bring, maybe lower the amount of Snitches but add a new Priest enemy for early game with 2 atk + 1 hp that can also heal enemies in front, which would pose a similar threat without taking 3 hearts if it gets by. (This may hurt the viability of Vikings, whom I feel need a buff the most out of all Tier 1 units anyway)
Wizards feel very underwhelming for a Tier 3 unit, given that it is essentially useless without spells and unless you're lucky enough to stack spells early, is an inferior Bowie. Also, the Wizard doesn't seem to be able to store multiple spells. I would either give it a damage buff + inflict Bat Curse at Lvl 3, or demote it to a Lvl 2 unit. I think it would also help to add another unit that benefits from spells by buffing itself on spell to encourage a spell-friendly build, like some magic golem.
Summon builds feel powerful if you get good rolls for them early on, even though they're difficult to set up, because they also have the benefit of hurting castles more. Maybe give some other units +1 damage to castle?
I'm conflicted on the Big Boned, because although it can get broken with enough support, other units like a buffed Sticky or a Pigman feel more reliable. But as a Tier 4 unit it doesn't have the tide-turning feel every other T4 unit does.
Excalibur doesn't really seem to be worth the buildup because its health is low enough that even with a shield and milk, a Snitch or APC will halve its lifespan. Personally I'd let the Lvl 2 to 3 transition double the attack and health, but maybe you have something better in mind. (Or maybe more front-line summons are needed)
On a final note, if you feel like expanding the game, I think a simple but neat addition would be different playable necromancers with different bonuses each.
NO HACKS OR CHEATS. JUST MAUSOLEUMS AND MEGA MILKS INVOLVED
THIS STRATEGY IS SIMPLY UNBEATABLE.
I BET THERE IS NO BETTER STRATEGY THAN THIS ONE IN THIS WHOLE PAGE.
can you add upgrades or something? would help alot
bruh i killed king and 1 move later he killed me but i lost >??!??!??!
more spaces for untits not fair king gets so many >:(
make it easyer>?
absolutely wonderful game.
Would be extremely lovely to see one day this game on iOS, I'll definitely would be the one who buy it (or buy no-ads ingame).
I would be happy to support the developer with a coin, but I live in a global outcast country, I can not make a payment(
Anyway, the game itself is amazing
god this game is so good. its like taken over my life. i must play it like, once a day just as a little break from working? im now more or less winning every run and have all the knacks - absolutely terrific game and so so fun. if you turned this into a mobile game you'd basically own me for life
So, this game was weird.
The RNG just kept giving me Archers, and I kept taking them (6 archers by round 3, 10 by end of game? so like... nearly half my units?) Mid game consisted of just... archers killing everything before my armies even made contact?
Turns out: 1 or 2 archers= chaotic and inconsistent, 4 x lvl 2 archers= kill everything. Archers are better in high volumes.
Early Lvl 3 archers gave access to early succubus, and then Medic building cranked up her HP. Absolutely wonderful
Hell. Fucking. Yes.
Turn 7 victory. Earliest I done before is Turn 9.
Hey, so as a random question, about 1/3 of the time I'll be halfway through a run, and then the window just goes black and stays that way (sound continues).
I figure if its just me, probably not worth worrying about, but if other people are having similar things, might be worth looking into?
(Excellent game btw, beautifully balanced, so many strategies. I am currently sad, as I just lost a run where I was on track to deal 20 damage by round 3. )
Yeah I'm getting that two, how did you fix it?
NVM, just requires some time
so many no hit runs.....but I went with the no health run
Also after posting this I realized the art is actually different when you win with no hp and there is the ? instead of ! love the attention to detail.
Great game, I donated :).
Some expansion would be definitely cool.
I have some minor suggestions:
1. During the fight, it would be handy to see right away how many spells does each book have left (maybe instead of book number (which is superfluous I think - book position is evident) or in addition to it (with some other color?)). Currently I have to pause and scroll through all the books to find out how many spells are remaining.
2. When I hit space during visual effect of attack, a bat curse etc., the game does not pause. Instead it could remember that I've hit pause and pause after the effect ends.
3. At final statistics show also gold earned.
This has got to be a JOKE!!
After days of trying i managed to do a no hit run. It was hard, but rewarding. I loved this game.
Was able to get a Big Bones to 25 attack during the kind fight. I had a Milkman in front to help with boosting early attack, and had a Healer & Pigman in the back just in case. I also put the Maid structure in front of it so the hp stacked over time.
I don't know if it's a bug or intentional, but the music cut out during the final fight with the king. It was just silent except for sound FX.
An option to mute music or effects would be nice.
I con't play in browser anymore! I need WebGl, and apparently I dont hae it! What do I do?