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sometimes the archers will start bobbing back and forth without shooting, they kind of walk a few steps in each direction really quick, takes them several seconds before they get back to shooting (sometimes while surrounded by enemies, gets them killed pretty quick). 

Perhaps its because they cant decide which enemy to attack? If its that, you could try adding a function where if theres an enemy in range and theyre not moving to defend tower, they dont stop shooting (or not, im not a game dev so theres probably a better solution)

I also had one do this when all enemies were surrounding tower, and it was on the edge of the circle with no enemies behind it, just started dancing.

杀!!!

Very nice game! I never expected I could be entertained by these kind of semi-idle upgrade games, but I am. And yours is yet another take on it. It looks nice, it play fluently, and the sounds design makes it very satisfying to keep playing. Nicely done!

Maybe one suggestion, although that might overcomplicate stuff, to have some sort of way to command your soldiers. To make part of them go left, part of them go right, or whatever, etc ... Dragging boxes around them, or do that by drawing a line over your soldiers towards where they should attack.

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Really enjoy this game so far, when there are a bajillion knights surrounding an enemy I just imagine they're chomping  like piranha Lol! One thing that would be nice is if the game not only listed the total troops, but the specific number of knights/archers, that way I could have some idea if I should buy more of one or the other. 

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Happy you like the game so far! That’s a great idea. We want to make it more important to strategize around which troops are spawned, so adding a count will help!

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great game !i love it 

Thanks!

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berserks

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Very well polished game, even has a main menu! I noticed that this game is missing the auto-battler tag, it may be missing out on visibility as a result as that's quite a popular genre

Thanks that’s a good suggestion!

Incrementals are not my type of games, but the charm of this is great. The units, the sounds and it is very well optimized, hundreds of projetiles and runs super smooth.

My only suggestion is that progression goes too fast, ligting fast haha!

I got maxed very fast. Maybe it is intentional, and im old.

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Well done on getting though the upgrade tree! The full release will definitely feature a bigger upgrade tree. Also we are hoping to add a Roguelike/Arcade mode of sorts, which might be interesting to :)

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A little gameplay, a little critique ;)

Fun game, really liked the dynamic.

The health upgrades for the tower are generally pretty useless, once the enemies have gotten close to the tower, even if you panic spawn knights, because they can't block the enemies path they'll still reach the tower. Even the max health of 45 disappears in an instant when there are 10 goblins hitting it at the same time.

I would sugest instead to replace the health upgrades with blockades that impede the monsters from advancing or maybe slows them down, like having to cross a moat.

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Glad you enjoyed the game!

We now made the tower slightly more resistant to damage. This way it can hold out a bit longer, when no units are around.

Blockades, traps and etc. are something we are considering for the full release of the game!

Like art in main game, somehow upgrade menu art like much less.

I wish upgrades more often change my strategy. It probably changed only once when I unlocked archers. I discovered myself on level 4 just spamming q/e.

Also wish to have different strategies in general. As long as cost rises so much there is no point for example try to hire only knights or only archers. So the only strategy is to press q/e and the only real gameplay after several attempts is only choosing upgrades. Probably you have to rethink gold and hiring econmy. If you need professional math support - write to me:)

Good luck with further development!

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Great game! good work!

Thanks!

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Fun little game!  Some thoughts:

  1. Add keybinds.  <1>-<0> for units, <SPACE> for interactions.  This will make gameplay smoother by allowing players to instantly pick the unit they want without needing to stop picking up gold/etc.
  2. Add ratio sliders beside each unit and have pressing <SPACE> automatically pick the best unit to maintain the ratios the player selected.  If that unit isn't affordable, give some indication of this, and allow them to either wait or press <SPACE> to pick the next best, affordable unit.  This is needed as the playfield gets more and more crowded and frantic.
  3. I love that the archers will kite to try to maintain distance.  The algorithm needs a bit of work, though, as they are still getting ganked by enemies coming up behind them.
  4. Unit idea: Knight Captain--upgrade of Knight.  Will select appropriate units and have them work together synergistically to increase their effectiveness.  Upgrading will allow larger squads with more types of units.  Squads should try to evenly cover compass headings.
  5. Unit idea: Scout--upgrade of archer.  Roams the edge of the map and indicates the number and composition of enemy forces coming from that direction, which increases the unit detection level in that direction.  Levelling up gives better information.  Has stealth skill to hide from overwhelming enemies.  Shooting an enemy from behind is an automatic crit.

Cheers!

Glad you liked the game and thanks for the ideas!

We've just now added keybinds "Q" and "E" for units. Holding down the key will trigger multiple purchases.

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Pretty fun. I stopped playing it with max upgrades and 1046 kills on level 15.

Nicely done!

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i wishlisted it. mainly cuz of the sound design. crisp and consistent. can't put my finger on why i like it. and i doubt you are aware of it either. probably just random luck on your part.

either way, it made the game enjoyable.

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Could use shortcuts. 1 for Knight, 2 for Archer, etc.

That’s a good idea! Thanks

the game does not do save.why????

I should've added a warning, but this version of the demo does not save yet. The steam demo and full game will though.

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GREAT GAME!! I really enjoy it and want to play more especially try those demo not support features!

nice !!

good

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I liked it :) I do feel like the placement of the UI is a bit off. I have to look back and forth between the top of the screen to see my gold, then back down to click, then in the middle, then up, down, middle in this endless loop.
A bit tiring. If it's by design so it's not too "easy" I can understand, but when difficulty comes from "hard to interact" for me there's a problem.

I would try putting the buying buttons on top, under the gold info. Or make those buttons bigger and also the difference between *can buy* and *cannot buy * more obvious, I think the colors are too similar between the two states. 

When the battles intensifies I've been clicking a lot on buying buttons thinking they were in a *can buy* state when they were not.

Imo if you can fix those UX issues, that's a very good game!

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Glad you enjoyed the game! I agree with your feedback, the top bar needs some improvement for sure. 
In the meantime I've added more visual feedback to the buttons and their respective cost.

I'm also planning to have an option/upgrade to automatically buy troops. This will help with the chaos of the later battles and make it possible to add new interactive upgrades that have more direct influence on the battlefield.

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It's beyond incremental. I can't earn any crowns to upgrade past the initial ones. Therefore, I can't win. Therefore, it's not worth playing. Unless there's some better instructions I'm missing. Way too incremental for me. I feel too much failure to want to keep playing.

Please make the unit cost text bigger. It's tiny, even in fullscreen.

Is there a way to control the knights or use strategy (like target enemies closest to the tower)? Can I see my knights' HP?

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Beating the boss for the first time will take a while, but you only need crowns for the really big upgrades. Most upgrades only cost XP, so you should be able to upgrade your tower and troops and income to get to that point.

I tried it again. Firstly, it didn't save my progress from before and I didn't get the upgrades like I did my first playthru.
Second, the upgrades don't even tell you the cost and I don't see a gold tally up there.

Furthermore, why do Knights cost more each purchase, even when there are none on the field?

Sorry, I meant to say upgrades cost XP. The costs should be there if you hover over them.

As for increasing costs...welcome to incremental games. Earnings go up, costs go up.

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Increasing costs for upgrades is understandable. For resources, especially ones required to do anything? Unbelievable.

Sadly, I introduced a bug a few hours ago, which made it so you could only ever get one crown... This is now fixed.

I'm planning to introduce some upgrades that offer more control/strategy. Like being able to use the cursor to boost nearby troops. I like your idea of setting a knight strategy and I will probably try to add little healthbars to the knights soon.

The text displaying the cost of the troops is slightly bigger now.

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I really enjoy how smooth the skill tree feels, it has just the right amount of „bounce“. and the fighting is rather satisfying to watch unfold.

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Nice work guys!

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Thank you!

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Can't wait to play the full release! Very fun gameplay loop, stoked to see more units and abilities!

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Glad you enjoyed this first demo!