Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

112358d

10
Posts
A member registered Apr 27, 2021

Recent community posts

Magic staff got to be my favorite item so far.

Imagine getting 100% crit for a few second instead of infinite scaling.

For the first one, your enemy takes 28 / 2 sec, and you take 10 / 2 sec. creating a 18 health diff / 2 sec

For the second one, your enemy takes 16 / 2 sec, and you heal 8 / 2 sec. creating a 24 health diff / 2 sec

So the second one is definitely better.

The rank number looks off when I went from silver to gold

I expected the number to go from 97 to 100, jumps to 0 then increase to gold 4.

Instead the number actually go down, from 97 and counts down to 4.

It does not affect the gameplay, and I won't be too bother if it stay this way. It just feel counter intuitive and unintentional

It will be nice if we can know how will the load increase before we repair the systems. Also it will be easier if the load of the different system doesn't trigger at the exact same time. 

P.S. auto resource is a trap.

Off line progress seem to be bugged.

My unit no longer attacks after I have closed the browser.  I had a few Qa skeletons, and at least a few hundred m reaper at stage 230~239 last week. I have 4k atk and 700k def, so it should be enough to power through a lot of stages. I logged on this  week and it is still stage 235.

The shop system seem a bit weird, why would a dumbbell has a higher upkeep than a book? It is just a piece of iron/lead, the only maintenance it need may be some paint? And how is keeping a desk more expensive than a butler?


I think the items from the shop, like the books, dumbbell and desks, should have a higher price, and once you buy it, you have it forever. And servants should count separately from  inanimate object, and take wages as long as you hire them like it is now.

I feel like the unit skills (skeleton, zombie, wright ...) should buff the units specialty, maybe the zombie skill make zombies takes less damage while defending, or dragon takes no damage if it eliminates an ground enemy.

The current unit skill is identical for every unit, and I feel there is a lot of design space in that.

And also, the percentage progress below the units seem unnecessary when we get more than 1 unit per second. It goes up so quickly it is impossible to read anyway.

(1 edit)

Yep, I actually up voted your comment. Guess my small brain forgot that

I feel like there should be a way to speed up the combat, maybe as a mastery upgrade or a trophy reward (the kill 500 k enemy one seem fitting) that can be toggled on and off.