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I find it neat that most ranged enemy drop energy and melee drop Metal, its fun in that it kinda pushes players to mix two units always and not just focus on one unit too hard and to have a energy & metal unit, with the currency coming in two types each unit gets a power spike of 10s a little earlier or later then the other which makes each of them feel particularly powerful for a while which is really good game design especially as the power spikes are right before/after bosses, is a feels good, thank you, If you intent the game to go infinite distance would recommend a way for the player to speed up to the later 'Threat levels' as the slow walk will be a bother for players if the game gets notably longer, (even like too threat +3.0 its notably a slow walk, single scout helps tho) Thanks again, good game

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Repair needs a little help as you would want to pair it with a metal damage unit which scout dies too easily and is decent but you can only combine them at the end of content well, the speed skill is neat as they can keep up with scouts then but same issue that the scouts are squishy and all bosses do Aoe attacks. I think its one of the better healers I've seen in games adjacent to this like wave defense games (they dont run in and die! they are soo good at healing!), but with the limiting factor being max health facing the bosses Repair could use a little more, allowing it to "heal" a full health unit to give its buff or maybe Overheal could but i'm sure ya got better and more ideas.
I really liked this game thanks the different units are good is a shame default is the strongest by far as the "reinforcement" works super well which is not a bad thing, bread and butter ranged + tank works well, when more skills and upgrades are added im sure it'll get more complex, I am a huge fan of linear cost scaling (i.e. 50,100,150,200..) as the scaling never gets out of control and always feels like the cost isn't too much more thank you for using that, also the total cost is ^2, so you get 2x the effect after 4x the cost for the prestige shop, I think its one of the most 'fun' and 'fair' feeling cost scaling I've seen. I've seen a few games use that and have a 'max' level that unlocks a new 'tier' of upgrades at a higher base price and that normally feels good, but that greatly depends on how and if you want to scale the game further like infinite scaling? I could see unit creating/combing in this setting of the game whatever happens next im excited for. Thanks again is/was fun.

The "Missions" tab also was paced very well and I got to the end of the content around the same time, beating the prior boss 3 times before beating the next, well polished game that I can see even with a little more stuff would be one of the better incremental games I've played, was fun and recommendable even at this point. Thank you.

really appreciate the feedback - super helpful to see some opinions on the scaling

I didn't realize that just the addition of the element of enemies would make the game so much more strategic than the neglected games of the past! It was a lot of fun!
I especially enjoyed making the decision to reincarnate when it seemed impossible to go any further, and watching and cheering on my allies' zombie attacks during the boss battles.

One thing that bothered me a little was that the skill multipliers for some things overlap with the enhancement at the time of reincarnation, weakening the effect.
For some reason, the Riot Shield's long-range attack unit buff duplicates, so that skill was still soooo strong in the second half of the game!

my playthrough

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Thanks for play and for the feedback!

really great game, good job man

Loved it, great game, could not get past fallen lord, but still had a great time :)

Great game! Congratulations on the class system and balance, it works very well and provides good fun! Great choice of graphics and sounds, as it made the experience very immersive. Which version of Godot did you use for this game?

godot 4.2.2

Nice! Thank you!

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Cooombo! Three(fixed: more than three) so cool idle games in a row! Need more!

Has lag issues no matter the version it seams... 

what was in the update

Fun game. Third boss was tricky, finally managed to beat him with an even mix of Blasts, Repairs and Riots.

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Update: 6/10
This is a quick fix to address the slow progression near the end of the game
- the amount of credits near end game gained is now higher.
- some of the overdrive effects have been buffed.

Please let me know if there are any issues!

I've made a hard reset and played till the end. Late game resets now feel positive and rewarding instead of tedious. Good improvement, well done.

That is great to hear! thanks for playing twice, that is amazing lol

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Very atmospheric. I really like the sound design and music. The understated noises that accompany the endless waves of death fit perfectly to the dystopian setting and music.

The restarts feel quite well in the beginning, but become grindy later on as the unit upgrades are rather linear.

Overall a cool game and I hope you extend on it as it's a very good introduction.

Appreciate the feedback! Thanks for playing!

How to beat Fallen Lord... That range and damage are a real issue.

Yes, it is very tough

Stack the blast and repair bots, an even spread of those wiped him out easily enough.

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absoloutly love your games keep up the good work

thanks!

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awesome game. really nice design, graphics, progession curve, ambiance.

thanks for playing!

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having 2 seperate parts for currency is to much you should just reduce it to 1 

Interesting, i will consider this

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different currencies can add fun complexities!