That's a feature of the hard mode: you will get more rare items the further you go! And you might encounter items you have never seen before
Devsagi
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Thanks for your feedback and suggestions.
Boss and Elite Battles are supposed to be the hardest, but it depends on your team composition.
Recycle is mostly useful for the endgame indeed, that's why it's the rarest event to show up.
Your units lose max HP depending on the damage they took during a battle so a valid strategy is taking intentional risks with Elite or Horde Battles to increase your RNG chances, since these give the most gold and items. That way, free repairs can be utilized to gain back the maximum health that was spent on obtaining more items.
Thank you so much for your very detailed and nice review! It's great to see that you enjoyed it so much to figure out the entire currently available meta! ^^
Indeed this was done in two weeks for the roguelike game jam and as you noticed correctly, there wasn't enough time to balance the things that require a lot of playtesting, especially the late game. I agree that the "Almost everything scales exponentially to the infinite" (for both enemies and units) approach needs to be a bit adjusted to offer more choices and tactics.
Along with your ideas, more content like boss variety, permanent unlocks/upgrades, more and randomly generated maps are all things we could add for a complete version.
Amazing entry, it reminds me of For The King. The 3d environment is really cool and the characters are absolutely adorable. There seems to be a large amount of content and cards already, really well done! The music fits as well. I liked that there are mechanics resolving around refreshing allies and also apparently very powerful cards.
Some suggestions:
- Make the cards in battle always readable or at least readable on hover before selecting them instead of having to go back and repeat for each hidden card in your hand.
- Instead of having to look up on the type chart (which is cool to have) make it preview whether an attack is going to be extra effective.
- Maybe auto-switch (or have a button for that) to the next unit that can act? Or have hotkeys for the characters.
- Maybe have a drag-and-drop system for cards so you can throw the cards on the enemy directly.
Max C was my favorite reference, please keep it unbanned ^^
The graphics are pretty well polished. I like the use of 3D and the effects.
The music that plays is also pretty nice.
Gameplay-wise you already got feedback about the difficult, additionally I feel like it's a bit hard to keep track at the bar on the top left as well as what happens on the main screen.
The upgrading mechanics were really fun. I also liked the visual change when using transformations. Overall the sprites were really cute.
I struggled with rotating my units at first so I placed two of them in the wrong direction, maybe making alternative controls for rotating like R or mouse wheel would help. At least I could salvage the mistakes with range cards ^^
Like others said, with a bit more overall polish this could be even greater
Very well done all around. Already talked to you directly that it reminds me of PvZ, a game that I really liked ^^ Overpowering everything with thousands of energy feels fun. The art and the music are really nice as well. And also an impressive amount of effort went into the CGs and backgrounds.
Small suggestions from me:
- The bullets could feel a bit more impactful and a cause a more detailed hit effect.
- When placing a turret an on-field preview for the attack range / pattern would be helpful.
- Numeric 1-9 (0) Hotkey for directly placing a turret from the top list
Hello, thanks for trying and your valuable feedback.
Usually the enemies become tougher starting from stage 5-6 where you might have to adjust your build. But before that, I can acknowledge that it's possible to obtain a very powerful early game combo due to the nature of things being randomly generated. Limiting the stronger spells to later stages might be a solution to that.
Hello! Thank you for trying our game and your kind words!
Yes, they absolutely stack. The enhancing cards will look for the next projectile card coming up and apply to that, so it doesn't have to be in the immediate next card spot.
We will add some more information to the description.
Having a varied array of projectile cards is as intended as focusing your buffs on a small amount of very powerful shots.