bug: It seems both blessing and the wizards loaded spell are counted as items. If you cast the blessing spell directly on a wizard he doesn't shoot his magic on the next step. Similarly if the wizard has blessing on him and you cast another spell, then blessing is removed to make space for the wizards loaded spell
B-Kong
Recent community posts
In general - Try and 'draw' every round for as long as possible. Then once you HAVE to start winning you want to win with a single beefy guy in each row to minimise the damage to the castle.
Specific tips:
-Prioritise Bat Curse in every book slot early. This is a way of "banking" money/power so you don't get too powerful and start winning rows. Only use the curses after your side is dead.
-Buy every single mauseleum (gold generator). You can never have enough. That's how you keep rolling late game for whatever crazy strategy you are chasing.
-The maximum damage your single unit needs is only 9 to 1 shot everyone. Even so you don't nessecarily want to hit that cap too early in case they completely roll over the enemy.
-Use spy liberally early-mid to try and match each rows power in order to 'draw' or be overrun (and then bat curse).
-Sell all your buildings on the final turn. They don't do anything for the final turn after all
I like the idea of playing as Dr. Frankenstein or a generic "mad scientist" and all his lab created minions & captured creatures. Feels very thematic.
Unit ideas:
Abomination - On death poisons 2-3 squares which deal damage when walked into
Vampire - heals on attack
Flying gremlin - Flys to other lanes to assist if broken through
Frankensteins Monster - Has cleave (Attacks hit 2 squares)
Mole - Digs underground and attacks the rear and/or directly to the castle
Zombie - After killed rests for X turns then rises up again.
Werewolf - "Infects" enemies. Infected units gain 2/2 but randomly attacks allies/enemies (maybe 50/50 chance each attack)
Clone of Mad scientist - Ranged attacker. Throws beaker with acid / Ray gun etc
Looking forward to seeing what you come up with!
Love this game. Spent too much time playing it. Thanks for making it and updating it.
Some gameplay/balance suggestions:
- Nurse - Text says 'heals hurt allies' however only heals 1 unit each time. The upgraded nurses feels redundant as not many enemies deal more than 3 damage anyway. Consider upgrades being able to heal from lethal damage or heal multiple units in lane (to protect from range damage)
- Excalibur - really weak and requires a lot of set up to make work.
- Wizard - clunky to play. it would be much smoother if you could "load up" spells. Also on upgrade maybe attack multiple units instead of more damage. He feels like kobold/archer with extra steps at the moment.
- Pigman - Even with upgrades he is weak relative to his tier 3 peers. Every 3rd step is just too slow
- Succubus - Giving an upgraded succubus a shield removes the blessing. This doesn't really matter because succubus is so strong anyway haha.
- items - It might be nice to have 1 or 2 other items to increase variety. E.g add the bow as an attacking item or a heal scroll (heal when taking fatal damage) or blessing cross as utility items.
- Not forcing the use of gold to start a round might be interesting. Allowing strategies of saving up gold at the cost of life to get better units
- Add text explaining the spying costs 2 gold. Maybe it's just me but I played 20+ rounds always saving 1 spy for the final round before realising you could spy at the cost of gold after using up the 3 free spys
Fun Game, the demo isn't very balanced though. Stacking Poison + Purple potions is OP (super easy to acomplish). The only thing that beats it is insta-kill blind sword + purple potion stacking (though this is harder to pull off).
Also it would be good if you could play beyond 10 wins. Sometimes you feel like you've just gotten your build off the ground and then it ends before you can see it play out.