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Tanhalevi

21
Posts
1
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5
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A member registered May 20, 2022

Recent community posts

Thank you!

Great game :D

I managed to get only the Easter one (through finding the eggs) and the Halloween one (by buying the pumpkin schoolgirl).

Are there any other available extra scenes?
Thank you!

Thank you for replying!


Keep up the great work!

I'm back to try out the newest changes!


1) Baiting the snake with a mouse:

Honestly, not that bad.
Not having to deal on the fly with errors in my pathing felt nice.
Also, the fact that I could see the enemy range was even nicer.

A small issue I found is that I felt troubled by the automated pathing.
Like, I get that it tries to choose the shortest path (or something similar), but I found myself in melee range of an enemy at least 2-3 times, this because maybe I didn't notice it re-adjusted.

All in all, an interesting experience I will definitely try again.


2) A real captain guides it's man.

I will need to get used to it.
Honestly, I suffered quite a bit and it almost felt like a different game.
Still, I will win next time :D


3) You sure this is the right direction?

Honestly, the Maze is ROUGH.

Let me just tell you that the floor that killed me had a final stretch before the stairs with a level 2 melee on one side and a level 2 + a level 1 on the other.
I honestly felt it was a doomed situation.
I have a feeling Maze Floors will be one of the greatest challenges.


4) General thoughts, no cool catchphrase here,

Honestly, I didn't dislike all of this cool new shields, but they definitely felt less worth to go around to get them.

As a start, I feel like the Gold Shield should be worth more.
It can only take one hit, so I feel like making it be worth something like 2-3 coins would encourage players to take more risks.


Could I ask you what the "Stealth" ability does? I suppose it might give the unit a lower stage of aggro, but I feel like I might as well ask.


I tried a Swarming army this time, with goblins and imps and it did not work as well as the previous patch, so I guess next time I'll try to use  some big dudes and go in waves.


Have a great one!

Thanks for your hard work!

--

P.S.

Something to close off, before I forget.

I had the feeling that, from time to time, Mushrooms showed a delay of 2, instead of 3.
I might have just hovered over another unit, but I don't know if there is any way to check this.

I believe it might have happened in the shop.
As soon as the unit got added to my army the delay was the correct one.

I am not completely sure if it actually happened, but I believed it might be better to tell and be wrong, than not tell at all.


Have a great one, once again!

:D

It seems like I have become pretty consistent at winning.

One small feature that I think it'd be nice to have is the ability to see your army after either a win or a loss.

I went with a strategy that focused pretty hard on vampires and I was curious about what value of health they reached.


Also, related, I feel like including the amount of permanent buff a stuff got would be a nice implementation for things like the vampire and the pumpkin.


Have a great day!

I thought it might be, as it's not exactly hidden.

Still, given how minor it is, I ended up considering the possibility that nobody thought it worth mentioning.


Hey! Be Well!

Thank you for replying!

It always feels nice being actually read.

Take care!

This could be a minor bug, but whenever I lose and click on "Quit" or win and click on "Play Again" the game freezes and I need to refresh the page to play once again.

It's pretty minor, but I still felt like it was worth sharing.

(2 edits)

I managed to win again.
This time I tried an healing build with high health units.

Honestly?
Not that great.

What I found the least rewarding while playing was that units other than 3 speed undeads tend to mostly have 4 speed, so monsters like shamans, the tree and even the vampire got stuck in the middle of the pack with a limited ability to use the efficient goblins.
Also, more "demonic" monsters like Imps tend to have a bit too little health to be easily used, despite their speed making them useful while team building with the objective of a "healing, undefeatable army".


I feel like having healing units with different speeds among them could help for floors without "safe zones".


I recognize, however, that this might just be a feeling born from my choice of trying to avoid doing another undead army.

--

What will follow is just a feeling born while playing, so treat it like that, not as a serious request.
You could also just treat it as a rant.


Honestly, I would like something like a " Golden Base Unit".


With Base Unit I mean the 2 gold units like Goblins, Imps, Zombabies, etc.
I feel like, during my games, I WANT to take them as they help in delivering resources to the stairs and they act as a shield for other more important units.
At the same time, however, I can't avoid the feeling that I might be wasting my money.

I ended up feeling the desire for a chance of a stronger base unit with the same price.
Something that might tie back to the idea of "buying more of the same units give you certain bonuses".
Maybe, while stronger units give you certain buffs, base units give you something like 1% chance to find a Golden Unit of the same kind for each Goblin/Imp, etc you buy. Obviously, with a cap.

Something like :

I have 10 goblins, so I have a chance capped at 5% (10%?)  of extracting a 2gold cost Golden Goblin whenever I would extract a normal goblin,

Golden Imp, Golden Zombaby, you get the gist.


What they would have as a difference?
Idk.
Maybe they have slightly higher stats, but still no ability.

Maybe they have something minor that works in the menu and not in game.
I mean, every base units has its strength.

Goblins have cooldown, so maybe they give "-1 cooldown" to the unit just behind them (capped at 1, obviously)
Zombabies have health, so maybe they give " +2 health" to the unit just behind them.
Imps are fast, so they could give "+1 speed".
Fungi are Jack of All Trades, so maybe they simply give you "1 gold" back.

--

--

As I prefaced, this is just a feeling, an idea that came out while I was playing.
It's no big issue if it's unrealistic, but I still felt like it would be best to share it, even if just to get you to think about it before saying "No".


I hope it was not written too bad, I have not slept very well, so I might have explained myself to the best of my abilities ahahahahah


Still, I wish you a nice day!

I guess I will need to do my best to find all of the other broken synergies ahahahaah


Thank you for the time spent on this game and replying to each comment.
I can truly feel the love for the game.

I have the feeling it might have been a mage.
Still, I can't really say for sure.


To make the planning section easier to understand, I would however suggest the use of different colours to represent different units / different levels of units / squares targeted by more units.

Honestly, shades on red on top of other shades of red felt a tad  overwhelming and I ended up relying mostly on instinct.

Also, as Melee Units felt the most dangerous, I would suggest something like a small white border around their range to make planning around them more explicit.

-


On the topic of showing every attacked tile at once, I am in disagreement.
Honestly, despite the issues I had with red on top of red,  I felt like moving the mouse across the tiles looking for the best path was not bad.

I believe having the opportunity to already know every turret's range with just a click would probably feel less rewarding than moving the mouse across the tiles.

I have just beaten the game, after around 5 times that I reached 1-2 / 1-3 and died.

Something I'd say might be a bit broken are shield-giving units in huge groups.

Like, all I needed was to find a square free from aggro and run around for 10 seconds, so that my shield wolves could armor up my entire undead army.

Like, I probably halved my frames at a certain point, but I stomped through with no issues.


Probably a way to nerf it would be to reduce the amount of shields it could give.
Maybe something like " can only shield up X units with each proc" or something like that.
Or, for example " X units + 1 for every other Shield Wolf".

Still, it's a strategy highly dependent on both the presence of one of those units that give you permanent monsters and, most importantly, on the presence of a safe square.

Honestly, this is the reason why I had previously noticed the presence of "faulty" range.


Still, I hope you have a great day!

Bye!

I am not completely sure about it, but I feel like the preview of the attack range of the enemy units might be slightly bugged.


I am 70% sure that it showed a certain area as "not targeted" and I got, immediately after, targeted in the same area.


During the next round preview, however, it was properly shown as targeted,


I have the feeling the reason might be found in the levelling up of the enemy units.

Does it happen after my path is done?
Maybe I was not shown that the enemy mage had a bigger range due to its evolution not having happened yet on the map?

If I am not imagining things, I feel like I should suggest making the evolution happen before my "shopping phase", so that I could plan accordingly my path.

Still, have a nice day and a great Sunday!

The positive and polite attitude you showed in this reply almost made me blush, you Casanova!


Jokes aside, that makes me really happy.
It's always nice being useful.
I will comment some more if something get stuck in the ol' Mind Cogs while playing.
Be Well!

(1 edit)

I am here with a few other comments - probably because I am not good enough to beat the game (despite gradually getting closer to the end, Floor1-3  with 8/9 keys is my PB)-.


At the moment I feel like potions are really not worth it.
Like, they are tasty bait for my compulsive gluttonous Tiger Snake, but they certainly don't really help my troops.

I feel like they would be more useful to the player (not necessarily better for the game, I'll leave that to you) if the effects were more spread out.

Idk, maybe a Shrine of Healing instead of a Potion?
Something that heals a lot of monsters instead of just one, to be more clear.
It could heal everybody for a flat amount, for a percentage amount or heal to full until exhausting the healing (ex. it only heals 50 hp, they could be 50 on just one monster or  5 each on 10 different ones).


This brings me to my next point.
At the moment the only way to go forward is to get bigger and bigger, but it doesn't really feel that useful.
I feel like there should be incentives to getting more monsters, other than just having more monsters.
I feel like the constant push towards quantity gives a certain feeling of lacking quality.

There could be various solutions.
Of course, this will be all random examples.

1) Maybe the ability to sacrifice monsters of the same type to upgrade one of them? Or all of them? Like : 5 goblins in exchange for each goblin from now on having +3 to each stat.

2) Maybe the solution could be bonuses for having a certain quantity of monsters of the same type?
The Zombie build seems like a viable one, but I end up reaching the point where they are essentially spawn killed by 6 units all around a choke point.
It would be cool if, maybe, they gained  a bit of stats because of the fact that they are in a group. 
Something like "+1 to all stats for every 8 monsters of the same kind" just to make up some numbers with no basis.

3) What about Synergies? Everyone like Synergy! 
Or, at least, that's what office comedy from the early 2000s wants me to believe, but that's beside the point.
Necromancers + 5 zombies = Necromancers getting + 5 health and Zombies get +1 speed, but they also come out together with a shared , summed cooldown.

2 Stealth Wolves + 2 Shield wolves = All 4 of them coming out with a shield.

----------


I do realize that those ideas will probably be too much and that they could risk making the game too easy, needing more floors to be balanced.
Still,  they could be an inspiration for something good.

I am already grateful for the time you spent reading this comment and for the opportunity to play this entertaining game.

I hope you will keep up with the great work.
I will continue trying to win.

From a Defeated Loser, 
Be well!

That brings a smile to my face!
I hope you have a nice day and a great weekend!

Thank you! Have a nice day and a great weekend!

I have noticed the same bug while using an extremely fast monster (The one that permanently stacks speed, can't remember the name).
I am starting to wonder if fast creatures might be the problem.

Thank you for the quick response!

The lack of dropped health potions also made me lean towards it being a bug!

I will comment some more if I notice anything.
Still, regardless,  I hope you'll have a nice day and a relaxing end to the week!

Really nice game!
Came here from Retromation's youtube video.


----

Is it a bug or a feature that Pixies (I believe it might not  be spelled in this way, I mean the "10 speed/ Drops an Health potion" monster) can't bring the keys to victory?

At first I believed they might have died as soon as they got to the tile with the stairs, but they kept reaching the stairs and leaving the key on the tile, instead of carrying it to victory.
I lost 2 lives that way.


Just thought I'd share it in case it's a bug!