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witchaywoman

91
Posts
1
Topics
5
Following
A member registered May 03, 2022

Recent community posts

@SadCrawler !!!

Nice game. Having healers and upgrading units is a must to beat the first boss. Adding different class/level skills that the player can use would make it more interesting. The autoexplore aspect means weaker healers usually run ahead of stronger tanks and die when entering new rooms. Overall, very cool with plenty of room to grow.

Good game and style. Free ranged attack for mage makes it much better than any other class. Could be fun with more diversity of items, skills, monsters, etc. Great job.

Was it worth it?...

Incredible game, nice job

Cool game, Nice art, Snappy animations. Obviously there are lots of ways to make this more "complex" with more classes, abilities, etc. But I liked how simple the gameplay was, and that the strategy mostly revolved around which enemies to clear (and equipment to get) first. Good luck with development!

Superb game

This game is very cool. Love the atmosphere and graphics. Here are a few comment and suggested changes based on a few hours of playtime:

- Make it easier to find the list of potential upgrades (to find it, click on your username in the bottom left, then click "Archive", and you'll see how to get different upgrades)

- Add more tooltips throughout to help players understand how things work. Examples: What is the difference between armor and hull? What do the various hull/armor/shield efficiencies do? How do different weapon types work?

- Add some way to target enemies -- either by clicking or by setting a "priority" for each ship under the fleet menu

- Somehow inform users if they can use equipment before buying it (e.g. Hangar or L-weapons). Still haven't found a ship taht can use L-weapons.

- It seems like Reroll in the Shop doesn't always cycle through items. Sometimes I will Reroll 5-10x and never see a weapon, or never see a Hangar.

- Autocannon seems very weak compared to the other items.

- Success really seems to depend on getting an extra ship as a Prize (free, but $750 value) early on.

- It seems like L2 weapons don't appear as Prize/Shop items unless you max out the L1 weapon again *within a single game* 

- I have probably played 20-30x games and cannot beat the Tier 1 difficulty. Luck and buying the right upgrades seems like the only thing I can do. But even when I have a "perfect" build I suddenly get demolished around Wave 27 or Wave 28, whereas all the earlier Waves were easy.

Good game with solid bones. Will be great to see how it is updated.

Nice graphics and game loop. Add a skip intro option? 

Looks like this will be a fantastic game!  Overall style, storytelling, and game loop is pretty fun. I managed to find the cultists in the temple, but it took a fair amount of planning. I like the idea of having a finite lifespan (but also heirlooms + some saved progress) to see how far you can get. Good luck with everything.

Fun demo. Nice game loop and art. No major issues here. I did notice the pause button brings up the menu but doesn't pause the game. Good luck w/ development.

Cool game. Is it supposed to save on exit? I lost my progress on the web version.

Cool style, and looks fun. Maybe I'm missing something, but the curve to gain brains/meat/exp is pretty slow. I get destroyed by the fighter with the hammer every time.

Looks fun, but I'm finding it difficult. How do you heal your servant?

Very cool game! Unfortunately the upgrade wiped my save.

Excellent game! Still haven't come close to winning, mostly due to the luck element. Lots of replay value.

A few comments that I hope are helpful:

- It might be nice to change the popup prompts to clear with any keypress rather than requiring space. 

- A menu with options to disable music, disable the "tilted" orientation, etc. could be nice.

- Longer, multiline clues can get cut off from the bottom of the view screen.

- Is the XP for each Level set up correctly? It takes 240 XP to get to L1, and then only 50 XP more (290 XP total) to get to L2. I normally die on the second level because the monsters are too strong, so maybe make L1 easier to attain?

- Some words are very hard, especially because you have less "crossing" clues that help you fill in letters, as you would in a regular crossword.

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Great game with excellent art, with lots of interesting changes in game play (collecting, fishing, expeditions). Progression overall is pretty smooth and rewarding although a few places feel slower than others (the final golden popcorn upgrades, getting seagulls to L100, beating L3 expedition take a while, unless I missed a special upgrade). Overall, the fundamentals for the game are there with plenty of room to extend/tweak ideas.

One tiny bug I hit was with the desert upgrades. The dove rebirb option disappeared and I'm not sure if my session is buggy or if it was disabled by the game dev. Anyone having a similar issue? (edit: the option was moved to the upper right desert skill tree)

Nice gameplay, graphics, style

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!

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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?

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 :-)