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witchaywoman

72
Posts
1
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3
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A member registered May 03, 2022

Recent community posts

Still having fun with this great game. Now I'm working through the ancient relics you forge.  The dungeon where you get the relic fragments is fun, but a few aspects of it make it more difficult than probably intended?? 

- It wasn't obvious that the bottom upgrades in the dungeon (fast start, faster mining, elite bonus) persist between runs.

- Unclear if the elite bonus does anything? I thought a Level X upgrade would mean +X medals for beating an elite, but I haven't seen a boost.

- It seems like the clock is not accurate, and maybe speeds over time? It seems like waves often start 5-10 sec before

- Most units on your team cannot go past the enemy portal, but enemy archers spawn past the portal out of reach.

- Conjurers and bombarders will walk past the portal. Clerics do not leave the starting place.

- The elite lava monster's fireball is unusually powerful and basically kills archer/sorcorer heroes in one shot, so you have to use the knight hero to survive

- Using a key to open the dungeon portal almost always opens the portal near the beginning flags. So if you are on wave ~30, you have to scroll all the way to the start before the timer runs out (annoying). Maybe it should open on your current flag or there could be a "go to" icon that you click to take you to active portals.

- If a second wave appears before you defeat the first wave, you don't get any medals for beating the first wave. Once you start losing the medals you deserve it becomes impossible to upgrade and beat the increasingly strong waves that come next.

- I can normally get ~15 fragments in a run before the overlapping waves mean there is no hope of gaining more medals

- Dungeon difficulty could be increased if you decide to remove/fix any of these issues

Long comment! Hope this helps.

I think somehow Chrome was confused with multiple sessions. I rebooted and reopened things and my session restored. Or maybe I got confused. Thanks for help.

Is it possible to add a "stay" option for the hero, so you can position near certain troops to give them aura effects? Maybe up or down arrow?

My game froze, so I refreshed Chrome. But when I re-entered the game my profile had been wiped clean, with no upgrades. Is there any way to recover my profile? I had put quite a bit of time into the upgrades (all units, all resource  areas, multiple challenges, etc.) so hopefully it's not lost... Thanks for the game regardless :-)

Thanks, all the last improvements are great. Some other small issues:

- The new fix correctly showed Conjuror on the share upgrade menu, but it was replaced by Bomber after unlocking it.

- Difficult to how far units of distance (px) are. For example, the ranger snare skill is like 90 px, but I could never tell if it does anything. Maybe show what the px range is when you mouse over the skill?

Great job!

(1 edit)

Nothing major yet... Here are a few bugs/suggestions:

- The auto-forward portal doesn't always work.
- The autoheal for the knight hero (second wind?) doesn't always trigger at 20% HP.
- Most of the skills with 120s or 180s cooldown seem underpowered. Normally I go for the passive or ~10s cooldown skills.
- Shard gain rate is a little slow to properly upgrade units
- Maybe let users turn any unit on/off immediately after purchase instead of requiring a second purchase?
- Let soldier units be turned off

Great game!!

Looks fun. There's a powerup for a discount at the store. How do I use the store?

Off to a good start! All the obvious improvements -- like upgrades, enemies, random events, etc. -- will come with time.

I suspect it's that the game window is never given the focus, even if you click on the frame.

Looks very cool. Played for 1-2 minutes and enjoyed it. However, the keyboard commands (space, ?, M, V, E, etc.) don't seem to work with Chrome. I had to use mouse to trigger commands, but then it asked me to enter ESC/SPACE to continue but these keypresses do nothing.

Also, I figured out how to get energy/momentum by spending extra dice points, but I couldn't figure out how to trigger class abilities (there is no "button" on the character cards in Firefox). As a side thought, maybe unused dice should be automatically allocated to momentum after each round?

Thanks for the quick reply. Yes, I had read it a few times.  Maybe I don't understand how the breakpoints work. This reads as if my attack/defend score do not match a threshold, then my score gets rounded down to the next lowest threshold:


But then when I fight, I feel like I get undercounted on all my rolls. Here, Fox has attack of 4 and dmg of 4, as I'd expect. But then defense is 4 and blk is only 2. Unsure why. Heron has defense of 7+1, but it grants only 5 blk, also unsure why. Lastly, Raccoon has Attack of 7, but is given 2 dmg instead of 4 dmg. To make things worse, the enemy attack scores don't follow the threshold rules (e.g. 9 attack = 9 dmg).



What do you think? Thanks again.

Looks fun. Like the simple design. But unusually hard? Can't even beat the first battle. Maybe add a tutorial?

Brilliant

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Cool art style. Solid core game loop with lots of potential. At the moment it's a little repetitive, since not all game features have been implemented, but I can see how it could be cool. For example, maybe different zones are defended by different enemies with different strengths/weaknesses. This could help motivate players to choose which heroes/equipment to send on raids. The map/navigation is a bit tedious, since it requires lots of zooming/clicking/panning to do actions. Maybe it you could let the player click on various random events (e.g. goblin raid, wishing wells, etc.) on the world overview to give them something to do while heroes raid. Good luck with the project.

Fun game. How do you get to Island Stage 3? Is it in the demo? Maybe add requirements to the tooltip?

Absurdly good game

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How about Farfetchd and Girafarig?

dope game, great job

So much fun. Would be very cool with an XP and skills system. Great job :-)

Very cool game that I can imagine growing into something more complex/strategic. Love to art style and the pace of play. It'd be nice to have some control over re-rolling particular dice that have bad rolls. The fights/traps are very dangerous, perhaps add more easy ways to heal?

Not sure what's wrong, but I can't get graphics to work on Firefox/Chrome/Safari. Ocean/ships do not show after starting game.

great game, a little hard

Found it by brute force

Great game! Not sure where the treasure room is... hmmm

I'm wrong, false alarm, sorry :-)

For this run, after 1x prestige, I also received zero souls for some reason?

Wow!! great game! I see you're making tons of improvements. Several times I've seen an upgrade listed but I can't purchase it. Two in particular are gorilla arms and the one for the air defense turrets that allow misses to hit the mountain. Any idea what's wrong? Maybe a bug? Screenshot:

Great game!!! One of the best I've played in a while. Fun to figure out the rules (some not so obvious). Certainly took longer than 45 minutes but worth it!

Love the game. Very nice work. I think the countdown timer for boss levels is a little too aggressive. I click almost as fast as possible with very few mistakes but don't see a way to complete the larger maps, starting with Stage 3. Also, it seems like artifacts can only be used once per round? Any harm in letting players use them until all charges are gone? To balance the artifact that gives you a free toy each turn, perhaps have it only provide a 1-charge artifact. Great job overall.

Awesome game that deserves to be on the front page! Nice job. Love the style and game mechanics.

Screenshot/console in case it helps w/ debugging. Can't pick a card, can only click Skip. Occurs on Firefox and Chrome.
```

webgl.framework.js.gz:10 OnPointerDown

UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)

UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])

UnityEngine.Logger:Log(LogType, Object, Object)

UnityEngine.Debug:Log(Object, Object)

Draggable:OnPointerDown(PointerEventData)

UnityEngine.EventSystems.ExecuteEvents:Execute(IPointerDownHandler, BaseEventData)

UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)

UnityEngine.EventSystems.ExecuteEvents:ExecuteHierarchy(GameObject, BaseEventData, EventFunction`1)

UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData)

UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&)

UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process()

UnityEngine.EventSystems.EventSystem:Update()

```

Royal Decree! community · Created a new topic Great game

Really nice game. Love the design, overall strategy, the need to juggle the battlefield vs courtroom turns, and building up a nice deck. Learning curve is not too steep and pretty enjoyable to get the hang of things.

The new updates make the game much more playable (no lag on the loading screen between fights). Unfortunately, I am now getting a bug where taking a new card as a reward for winning a fight does not work. Clicking on any of the three cards does nothing. I can only click Skip. This seems to be a new issue?

A few other humble suggestions:

- Make the start conditions a little less random. I always restart if I get a ruler with low total skill points and/or no skills for some colors. Maybe always give 1 point to each skill, plus 4 random extra skill points?

- Speed up the playtime animations even more.

- In general I find the difficulty is probably 10-15% too hard, mostly because bad luck can easily wipe you out. Adding more baseline resources (50 instead of 30?) might help. Or let rulers start with a pick of 1 of 3 extra starting cards.

- Some of the random negative ruler talents are brutal and basically kill the game. 


Great game with lots of potential!

Some questions/feedback that come from a good place:
- Is it possible to sell a ball? I had a full roster of 8 with no way to upgrade/remove a ball.
- The paddle doesn't seem to change ball trajectory except on the extreme edge. Would be nice to have greater control in the middle of the paddle.
- Winning seems very random, except for the ability to choose purchases (strategy). Letting players influence each match will add skill to the game.
- Upgraded Earth Ball with Earthquake upgrades is pretty powerful, but also the only way I could win.
- Would be nice if paddle restored HP/SP for balls.
- The game will become very rich as you add more balls/upgrades/enemies/etc.
- Not totally sure what the white/blue icons in he ball stats mean.

Congrats on the awesome game. 

Awesome  game.  It's a little hard to find a winning strategy. Mostly need to hope for the right perks at the right time... A persistent upgrade system could help, so that the 20th run is a little easier than the 1st...

Really excellent game. I love the concept, the art, the game mechanics, and the levels. Even at "reasonable" difficulty I can't get past the third stage. I'm taking advantage of combos and items as best as I can but tend to run out of attack points to clear levels. Extra guidance for newbies to get over the hump strategically or reducing the difficulty level might be good. Thanks for sharing this incredible work.

One of the best games I've played in a while. Good balance, progression, art, replayability. I have no idea how you're supposed to use the different egg cards. For beginner's, it could be good to show what max card/slot sizes are so you don't try to trade only to later realize you will lose something. Very nice job overall!

Nice art and gameplay. Balance is pretty good, but Progenitor is definitely the easiest path to winning. Adding more player involvement for combat would go a long way. A few bosses could be nice to break it up. Nice job all around!

RIP Alexandria Ivinalititavitch

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