Really enjoying the game. Can't get past level 119! ahhh
Just quickly, after the last update I've noticed that after about level 65 the shatter ultimate (or perhaps one associated with the archer) results in the opponents being knocked back WAY too far. Just completed level 78 and I had to wait about 10 minutes for my thief to encounter the final opponent on the level.
Thanks for playing! The 'Piercing Arrow' ultimate can currently (v0.4.1) cause a huge knock back under certain circumstances (often when combined with hammers). This will be fixed in the next patch.
2- maybe a feature that makes people want diversity in their team? like, 5% more damage if you have just a knight and a thieve in the same team or something like that.
3- maybe a feature where if you go too much right/left there will be a spike wall or something like that where your team can push enemies/enemies can push your team to deal damage.
and is there going to be multiplayer in the future?
1) I tried that, but it just didn't fit well with the design and in the end I decided it's not that important. Maybe I'll try again in the future.
2) I actually had something like this in mind when coming up with the game idea: You'll get a bonus for certain class combinations: E.g. 3 knights: -10% damage. However, something similar is now planned via the skill tree.
3) I'm playing around with the idea of just increasing damage by a factor the further you push into enemy territory (and vice versa).
Multiplayer is definitely something I have in the back of my mind, but it requires a lot of additional work and will probably not be implemented any time soon. One idea would be to be able to "upload" your team every X battles and see how you would perform against teams of other players in the same stage.
Some stratagies that I found helpful are: Lightning staffs are the best damage staff, get that and the rain healing staff asap. My highest damage-dealer was a dwarf with duel-daggers, and dwarfs with hammers. Stay away from battles with fire-orcs. More that once, i've lost my entire crew from a pheonix that set everyone on fire. Only fight fire-orcs if you have the rain healing staff, as it's ultimate does a ton of healing and puts out fire.
I haven't played with lightning much, I noticed that fire is great though, and I like the ice too. I think lightning is good for targeting backliners?
I'm having a hard time getting past 80-90 fights, the elites at the level tend to roll me, though I think dagger frontline might be able to get through with their dodge but I'm not sure. Best units so far for me have been:
1) Hammers - aoe damage plus big knockback is great. I tend to run 2 or 3 hammers, high wisdom is key, though strength makes for huge hits and stamina will help them survive.
2) Shields w/ 1-handed hammers - blue shield puts up a barrier that blocks the fire-staff's phoenix, pretty good. The other shield seems to activate some kind of melee-damage block. Blue shields tend to give less hp, but give wisdom. I usually run 2 shield guys, and swap their shields to blue if I'm fighting fire-staff orcs (though really I just tend to reroll until I find a fight without them).
3) The "resurrect" healers (what's it called, "Last Prayer" maybe?). I run 2, maybe 3.
4) The "shield" healers. These guys actually tend to do more healing than my resurrect guys since they tend to have very high dex.
5) Dual daggers. I run one simply for the increased loot chance, plus getting dexterity levels is handy, though usually not as good as wisdom.
6) Wizard staff. Put it on someone who has had a healer staff (buffing wisdom) since early game. I don't usually start using mages/wizards until wave 50+. That way whoever I put it on should have gotten +15 or so wisdom from leveling and you can give them items to get their intelligence to 100+. I prefer fire since you can nearly wipeout entire waves in a single cast with the right artifacts. Ice is nice for the knockback. Lightning I haven't used much but I think it's good single-target back-line damage.
Anyway, like the game, nice art, decent game loop, looking forward to what is added next.
Hi, thank you so much! The current version is available for free on Steam (as a demo). I can send you a key as soon as anything else becomes available :)
This game is still very attractive. I hit 110 and 130 levels twice, and found a problem. The monster's HP and damage are higher, but the space for our equipment to improve is very limited. Even if I change my profession and position, I still cannot pass 130 levels. I feel that this is a bit unbalanced. If dwarfs can improve their attributes along with killing monsters and upgrading, it may be better.
Thank you. It is true that there is a limit on how much you can improve your Dwarves. This is, however, intended to act as a barrier and encourage players to try different combinations (and help me balance things).
More options to progress (e.g. skill tree) will be implemented in the coming updates.
The boss level is simply unbearable. There are seven bosses at 110 level, and the front row is topped by the back row. Maybe I should prepare more weapon sets to replace them. You can change more front rows at the boss level to resist attacks. However, the total number of dwarves is only 10. If the number of dwarves cannot be increased, it means that they cannot pass the last level, even if it is a wireless level.
So it turns out, if everyone in your crew dies other than your water-staff-based healer, but only after killing everyone other than their fire-mage, the two will just fight for eternity.
Restarting the browser fixed this, however, the game then informed me that I had abandoned my dwarves in battl and questioned if I could still be trusted D:
I just had one of my guys die to fire AFTER the battle finished, I feel like that when a battle finishes it shouldn't take near 10 seconds to put you back to the shop/bounty phase and instead should put you back to it instantly. My guy also had my only relic
I take back what i said about Dex, it does become useful lategame especially for wisdom capped archers and mages.
I still think tweaking should be done to make dex more useful before round 40.
Maybe remove critical hits from all ranged attacks except archers and throwing axes. And then make dexterity scale directly with either crit chance or crit damage.
This way daggers wouldnt need to rely as much on strength, and runs won't be ended due to random firemages critting all my beautiful little bois
cheers <3
extra note, blood seekers special is much weaker than the dagger. crit AND dodges, vs normal attack with meh heal.
maybe its overkill,but the healing effect is so weak i think it would be justifiable to add in on top of the dagger crit.
Here is an interesting idea make a unique item called 'Spear Of Recruits' and give it a special like 'Recruit Spirit' where it doubles the stats of 1 random dwarf temporarily and it won't activate unless you have 4 or more dwarfs, and it could only have a 2% chance to spawn on a dwarf only.
there are mythic weapons, they are just very... mythic. I might have to adjust drop rates.
There is no end, ever. Highest score I've seen so far is 203.
All artifact effects stack, unless the artifact states it is 'UNIQUE'.
Deserting a battle is not really intended to be used. It is very helpful to test the demo though and saves your dwarves if your PC crashes. So it's a feature for now but let's see where this will go...
I'm not too sure how easy it would be to implement a replay system right now... you could always just record your own gameplay though.
I get your point, some battles can take very long. I'm hesitant to implement a fast forward option though, as kind of a major feature of this game is to watch your dwarves battle. I'll think about it.
Maybe only make it available after you've beaten round 50+ for the first time, since first time players probably benefit from watching the battles strategically.
Just to be clear, i would prefer not skipping the fight, but just speeding it up.
Maybe make a 1.2x multiplier available when you beat lvl 20, a 1.3x when you beat 30 and so on.
Anyway, whatever you do i'll still, be playing the game lolol cheers
So close to 100, had great artifacts, stacking bleed on multiple troops is super strong.
Dex needs to be worked on, as it stands it borderline useless, bows and daggers should scale their damage off of it imo
Wisdom is wayy too strong, reaching thresholds for the sun bow and fire staff to two shot into special makes bleeding/burning the entire enemy team a piece of cake.
Love the game, Jesus Christ it's addictive, great work!!
You said Dex was useless but then mention the Sun Bow, which I assume is a bow & not a staff. Did you use Dex characters or not? I got to 39 battles (far from your near 100!) so any advice would be appreciated.
So a "class" is what your dwarf will level up when recieving enough XP.
Dex is like shitty strength for melees, BUT the sun bow (a dex weapon) scales insanely well with wisdom (healer class). So usually i have a2-3 dedicated healers, one of which will be switched to archer at about round 40+ (sun bow starts to shine when against 20+ enemies.)
Sunbow has a mana cost of 120, which means you 45 wisdom to twoshot into spell/special, this is very hard without leveling wisdom
this effectively mean to get a GOOD ARCHER you need a great mediocre healer first.
The healer is mediocre because the best healers are old mages, since most healing scales both with wisdom AND intelligence.
read the guide ingame, explains most everything,
Dex is okayish lategame, but pre round 40 it is worthless IMO
you have 10 damage, what is better 1% speed or 10% pure damage.
That is the difference we're talking round between Strength and dex for melee
sorry for rambling lol
i will say daggers can be decent, and yet they scale better with strength, no dex weapon actually benefits the most from dex imo
I download the game but the save file is gone, where the save file that is in the folder itself ? Can i move the save file from old folder to new downloaded folder ?
Unfortunately you cannot use an old game file at the moment. This is because the game is still being developed and the game data structure changes significantly between the updates.
i love the addition of artifacts, i always sell my first one so that i can get a massive money boost, then i actually use the ones that i get later in the game. on level 10 when it gives you your first option to select an artifact, i recommend getting the one with the highest sell value, and selling it. keeping the later ones is useful though because it gets really hard a bit later in.
in reply to this reply, made into a comment just in case it gets looked over
>Dwarves are just really bad at archery... Joke aside, I might look into something to make them more viable.< - ichbinhamma ~ 3AM central time
Maybe you can have two ´modes´ one being misfire and accurate.
You would take a stat for archers and have it be the accuracy chance, for example, if the stat was dex. and my archer had 16 dex. then before they shoot, they get a number 1-100 (or something else for balance reasons.) , and if it's within 1-16 (16 from my dex. stat.) the shot is accurate. (i think you should have the shot go straight or you could have it shot into the sky and come down like lightning).
If the number drawn were to be 17-100 it would fire how it currently does and call it a misfire, since it is very inaccurate, or do stuff how you want to I'm just here from a player standpoint.
please buff archers, they are cool and all, but their curving down arrows barely hit. The idea of arrows is to attack the back row buffers and healers, but my knights just keep pushing the line, and my archers just won't hit. Faster shooting speed perhaps?
Maybe you can have two ´modes´ one being misfire and accurate.
You would take a stat for archers and have it be the accuracy chance, for example, if the stat was dex. and my archer had 16 dex. then before they shoot, they get a number 1-100 (or something else for balance reasons.) , and if it's within 1-16 (16 from my dex. stat.) the shot is accurate. (i think you should have the shot go straight or you could have it shot into the sky and come down like lightning).
If the number drawn were to be 17-100 it would fire how it currently does and call it a misfire, since it is very inaccurate, or do stuff how you want to I'm just here from a player standpoint.
I think someone farther down in the comments got like 90+ in an older version. Interesting build but I would say 4 healers minimum is required to get past the elite orcs in the later rounds
can you please make the fire orc either come later or rework it, maybe give its ability a pierce of two or three, I just had a game where I finally got 5 units early on, and everyone got one shot and half of them hadn't been hit
Balancing is still a WIP. The mage orcs are a bit on the powerful side... but they also have the best drops. By re-rolling you can avoid most of them though.
I'm not sure if this was overlooked but I found out that if 2 dwarves show up in the shop at the same time, they both stay same price after purchasing one
I also wanted to ask if there will be a heal falloff as the fight continues because while in the same run, the orcs had 9 healers(5 banners 4 shamen) to my 4 healers( 2 divine and 2 water) and the fight took like 10 minutes to finish since both parties were maintained pretty high hp
There is no falloff, but a complete stop: After 3 minutes all priests/supporters will use their ultimate one last time and then engage in melee combat. As their melee combat abilities are not the best, the fight might drag on for a while though...
Heal your lowest dwarf for 4*Intelligence. You can find a description of everything in the "Guide" section. "Guide" can be accessed through the Main Menu or by pressing 'ESC' in the preparation phase.
Love the game! Currently stopped at 100 battles won (so far 200+ total).
1) I wish I could see the individual equipment stats that are equipped. As well as unequip specific equipment. The only way right now is to equip another item.
2) Equipment compendium of some sort. That way I can see all the possible items and know what to hunt for. At the very least, a list that makes them hidden until they're purchased/seen in store for the first time.
3) The RNG for items in the shop is really wonky IMO. My first run of 95 battles never saw a single piercing shot bow. My second run of 100 battles saw only one flame staff.
4) Bows in general have terrible accuracy. Something about this needs to be fixed or updated to feel a lot better. Even against a large crowd, It will miss because it undershoots a lot.
5) The later stages of the game, I was heavily reliant on pierce and AoE. As such, flame staff, piercing bow, and the 2-handed hammers were the only viable options. There needs to be more balancing for the other types for later game stages.
6) Rarity should be clearly visible without hovering for the colored name.
7) While I enjoyed the concept of the weapons identifying the class and thus the stat growth per level, I want more control in stat allocation. But, I also understand that's the point of the system, so I'm a bit torn on this.
8) Do bows not scale its damage (nor its ultimate) off of any given stat? It seems like the base damage of the bow is all there is to it. This feels bad. But if I'm wrong, it needs to be clarified in the Guide, too.
9) I like the Guide section! But some of that info could be provided during the game, too. For example, underneath the ultimate names, there can be a small text description of what it does.
10) It's not specified how energy/mana is replenished. I have determined it's based on each basic attack recovers Wisdom stat amount. So, a dwarf with 50 Wisdom will recover 100 energy/mana in 2 basic attacks. This should be clarified in the Guide (it may be and I missed it, though).
11) Enemy mages and archers are SIGNIFICANTLY more threatening than the melee ones in mid and end-game. By rerolling strictly for melee enemies, I can avoid the ranged mobs. This has to be balanced somehow. Like ranged units deal 0.5x dmg to other ranged units for both sides since they're already squishier.
Keep up the great work! Looking forward to future updates. :)
Thanks for playing and taking the time to give feedback!
Let me try to answer your points:
1) That is a planned feature for a future update.
2) I like it. I'll put it on the TODO list.
3) RNG is what it is... I try to balance this a bit by removing beginner items from the shop if you progress further.
4) It's because of their short hands! But tbh it is just really hard to determine where the arrow has to hit as the melee jostling is very dynamic.
5) Yes, I'm aware. Balancing is still a WIP.
6) Yeah, this will be updated soon.
7) I implemented this system because I thought it will get too tedious to open each individual dwarves stats and add the points manually after every level up. But maybe some changes will happen to this in the future.
8) They do not scale with any other stat no, But as bows have very high min - max attack this number is affected a lot by item rarity. Feels wrong to scale it with STR, and if it would be scaled with DEX it might get too powerful.
9) Good point, I'm just afraid that the UI becomes too cluttered then. But I'll experiment with this.
10) It says in the Guide "Increases Mana Regeneration by 1 (Base is 15)", but maybe it is not clear enough that this will happen on every attack.
11) I'm working on a better composition of enemy team setups. Basically like premade warbands for the enemies with a more balanced setup. There will be artifacts introduced soon, which have passive effects like reducing magic damage, etc.
Apparently 42 speed thief is so fast my camera can't catch up to it, because of this I want to see hp bars at the bottom of the screen. Since I can see the theif's hp I'm like watch this guy run into a crowd of cleavers.
Edit: Also 42 speed is fast enough for him to run ahead of the entire party and get first melee hit in even though I placed him in the back slot
Haha, yeah you know, dwarves are natural sprinters.
You can actually display hp bars in the Options (Main Menu or by pressing 'ESC'). I just need to make some update that all the hp bars stay in the camera view.
I think you need to upgrade the speed of your knights then a bit :D
I was playing and my team (image) got very strong. i tough i would never lose. Then i left the computer for a few minutes and i had left the fight going. once i came back, everyone was dead. it was funny, mainly because i tough my team was invincible lol.
1:i would love if there was a way to right click a character and see all the equiped armor and stuff
2:once you enter a fight, there is no music, but it would be cool if there was.
This game is incredible. No one's making games like this anymore, particularly for browser. I love the items, the animation, and the art. I'm so impressed you've done all this by yourself.
So I'm not entirely sure how to word this report-- but the exe version of this game is doing weird things to my computer.
For one it's pinning my GPU to the absolute maximum it can go to at all times which doesn't make sense given the game.
And secondly its making my computer make very strange high pitched noises-- which might be related to the GPU thing, I've never heard anything like it in my life. So I should probably look into my gpu- but no other game is doing that even when I run the most GPU intensive games I own.
Yeah something to be aware of. Very strange.
I mean it might just be me and my system but I have no way of knowing because the game is the only X-factor.
Im running a Radeon 6600XT on a Ryzen 7 5800X processor.
I mean that's fair, and I am definitely going to. But it's also only this specific game that does it. I tested like 20 other games and no other game had this issue at all.
Like why would the GPU get pinned on this game-- on the title screen no less-- but not something like Cyberpunk 2077 with maxed out settings. That doesn't make sense and I can't even remotely understand why it would happen besides something in the game code/settings.
I tested a bunch of other unity games as well. All normal-- no problems. Nothing pinning the GPU at its max. Most games don't even take the GPU past 10-20% utilization. And even the most GPU intensive only sit around 60-80%.
The only difference I could easily find was in the Runtime Initialization AptivePerformance was turned on for this game. No other Unity game I checked had that.
Do I know if that's the issue? No idea. It was the only difference I could find with what I can check on my end.
All I know for certain is that this game is the only game to have the issue. And its very strange for only one specific game to have issues if its a system problem. So-- its at least worth mentioning
So it still does it for about 1-2 seconds when launching the game but then everything goes back to normal / what I would expect and I haven't noticed any issues after that. So still a little weird-- but obviously significantly better!
that was pretty fun! i like that you can see how much damage each dwarf dealt/received for the battle, it really helps you see how much each is contributing :D
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Really enjoying the game. Can't get past level 119! ahhh
Just quickly, after the last update I've noticed that after about level 65 the shatter ultimate (or perhaps one associated with the archer) results in the opponents being knocked back WAY too far. Just completed level 78 and I had to wait about 10 minutes for my thief to encounter the final opponent on the level.
Keep up the great work!
Thanks for playing! The 'Piercing Arrow' ultimate can currently (v0.4.1) cause a huge knock back under certain circumstances (often when combined with hammers). This will be fixed in the next patch.
some suggestions:
1- a conter on how many enemies are left
2- maybe a feature that makes people want diversity in their team? like, 5% more damage if you have just a knight and a thieve in the same team or something like that.
3- maybe a feature where if you go too much right/left there will be a spike wall or something like that where your team can push enemies/enemies can push your team to deal damage.
and is there going to be multiplayer in the future?
Hi, thanks for playing!
1) I tried that, but it just didn't fit well with the design and in the end I decided it's not that important. Maybe I'll try again in the future.
2) I actually had something like this in mind when coming up with the game idea: You'll get a bonus for certain class combinations: E.g. 3 knights: -10% damage. However, something similar is now planned via the skill tree.
3) I'm playing around with the idea of just increasing damage by a factor the further you push into enemy territory (and vice versa).
Multiplayer is definitely something I have in the back of my mind, but it requires a lot of additional work and will probably not be implemented any time soon. One idea would be to be able to "upload" your team every X battles and see how you would perform against teams of other players in the same stage.
Some stratagies that I found helpful are: Lightning staffs are the best damage staff, get that and the rain healing staff asap. My highest damage-dealer was a dwarf with duel-daggers, and dwarfs with hammers. Stay away from battles with fire-orcs. More that once, i've lost my entire crew from a pheonix that set everyone on fire. Only fight fire-orcs if you have the rain healing staff, as it's ultimate does a ton of healing and puts out fire.
I haven't played with lightning much, I noticed that fire is great though, and I like the ice too. I think lightning is good for targeting backliners?
I'm having a hard time getting past 80-90 fights, the elites at the level tend to roll me, though I think dagger frontline might be able to get through with their dodge but I'm not sure. Best units so far for me have been:
1) Hammers - aoe damage plus big knockback is great. I tend to run 2 or 3 hammers, high wisdom is key, though strength makes for huge hits and stamina will help them survive.
2) Shields w/ 1-handed hammers - blue shield puts up a barrier that blocks the fire-staff's phoenix, pretty good. The other shield seems to activate some kind of melee-damage block. Blue shields tend to give less hp, but give wisdom. I usually run 2 shield guys, and swap their shields to blue if I'm fighting fire-staff orcs (though really I just tend to reroll until I find a fight without them).
3) The "resurrect" healers (what's it called, "Last Prayer" maybe?). I run 2, maybe 3.
4) The "shield" healers. These guys actually tend to do more healing than my resurrect guys since they tend to have very high dex.
5) Dual daggers. I run one simply for the increased loot chance, plus getting dexterity levels is handy, though usually not as good as wisdom.
6) Wizard staff. Put it on someone who has had a healer staff (buffing wisdom) since early game. I don't usually start using mages/wizards until wave 50+. That way whoever I put it on should have gotten +15 or so wisdom from leveling and you can give them items to get their intelligence to 100+. I prefer fire since you can nearly wipeout entire waves in a single cast with the right artifacts. Ice is nice for the knockback. Lightning I haven't used much but I think it's good single-target back-line damage.
Anyway, like the game, nice art, decent game loop, looking forward to what is added next.
Since I donated 80$ to this game on itch, how can I get it on steam?
Hi, thank you so much! The current version is available for free on Steam (as a demo). I can send you a key as soon as anything else becomes available :)
Hey! Thanks for the reply! I'd enjoy that. Until then I'll enjoy what you have.
This game is still very attractive. I hit 110 and 130 levels twice, and found a problem. The monster's HP and damage are higher, but the space for our equipment to improve is very limited. Even if I change my profession and position, I still cannot pass 130 levels. I feel that this is a bit unbalanced. If dwarfs can improve their attributes along with killing monsters and upgrading, it may be better.
Good game
Thank you. It is true that there is a limit on how much you can improve your Dwarves. This is, however, intended to act as a barrier and encourage players to try different combinations (and help me balance things).
More options to progress (e.g. skill tree) will be implemented in the coming updates.
boss关卡根本扛不住,110关的boss数量就有7个了,前排都被顶到后排了,或许我应该准备更多武器套装来更换,可以在boss关卡换上更多前排来抵挡攻击
The boss level is simply unbearable. There are seven bosses at 110 level, and the front row is topped by the back row. Maybe I should prepare more weapon sets to replace them. You can change more front rows at the boss level to resist attacks. However, the total number of dwarves is only 10. If the number of dwarves cannot be increased, it means that they cannot pass the last level, even if it is a wireless level.
So it turns out, if everyone in your crew dies other than your water-staff-based healer, but only after killing everyone other than their fire-mage, the two will just fight for eternity.
Restarting the browser fixed this, however, the game then informed me that I had abandoned my dwarves in battl and questioned if I could still be trusted D:
After 3 minutes of stalemate, healers will stop healing. This should usually solve situations like yours.
I just had one of my guys die to fire AFTER the battle finished, I feel like that when a battle finishes it shouldn't take near 10 seconds to put you back to the shop/bounty phase and instead should put you back to it instantly. My guy also had my only relic
The dwarves need some time (4 seconds to be exact) to celebrate their victory though...
I'll look into maybe removing all debuffs when the last enemy has fallen.
I take back what i said about Dex, it does become useful lategame especially for wisdom capped archers and mages.
I still think tweaking should be done to make dex more useful before round 40.
Maybe remove critical hits from all ranged attacks except archers and throwing axes. And then make dexterity scale directly with either crit chance or crit damage.
This way daggers wouldnt need to rely as much on strength, and runs won't be ended due to random firemages critting all my beautiful little bois
cheers <3
extra note, blood seekers special is much weaker than the dagger. crit AND dodges, vs normal attack with meh heal.
maybe its overkill,but the healing effect is so weak i think it would be justifiable to add in on top of the dagger crit.
Maybe I'll tweak the Bloodseeker ultimate a bit. We have to be careful here though, because this is also what the Elite Orc is using.
Here is an interesting idea make a unique item called 'Spear Of Recruits' and give it a special like 'Recruit Spirit' where it doubles the stats of 1 random dwarf temporarily and it won't activate unless you have 4 or more dwarfs, and it could only have a 2% chance to spawn on a dwarf only.
Great game, I am exited for more updates!
Great game! excited for updates! also please buff archer builds.
you need 45 wisdom and high dex for sun bow archers. Bleed artifacts work best on sun bow as well.
starter bow sux rightnow tho lmao
really dope game love the concept excited to see the updates
I love games like this. You did an AMAZING JOB!
Couple of questions.
Will there be mythic weapons?
Is there an end ever?
Do the +stamina effects from artifacts stack if I have 2 on one character?
Am I cheating by exploiting the "deserted battle" feature or is that intended?
Hi,
there are mythic weapons, they are just very... mythic. I might have to adjust drop rates.
There is no end, ever. Highest score I've seen so far is 203.
All artifact effects stack, unless the artifact states it is 'UNIQUE'.
Deserting a battle is not really intended to be used. It is very helpful to test the demo though and saves your dwarves if your PC crashes. So it's a feature for now but let's see where this will go...
203? Omg I have so far to go.
I would love to see more like this
I'm working on it! :)
LETS GOOOOOOOOOOOOOOOO
Two features i would love!
Function to rewatch a fight / Save a fight
Add an adjustable multiplier for overall engine speed. Some fights take a long time, and some runs that reach 70+ take a verryy long time as is.
Hey, thanks for playing!
I'm not too sure how easy it would be to implement a replay system right now... you could always just record your own gameplay though.
I get your point, some battles can take very long. I'm hesitant to implement a fast forward option though, as kind of a major feature of this game is to watch your dwarves battle. I'll think about it.
You would only have the FF option pop up after a battle has endured for 90sec or more.
I completely undertand your reluctance.
Maybe only make it available after you've beaten round 50+ for the first time, since first time players probably benefit from watching the battles strategically.
Just to be clear, i would prefer not skipping the fight, but just speeding it up.
Maybe make a 1.2x multiplier available when you beat lvl 20, a 1.3x when you beat 30 and so on.
Anyway, whatever you do i'll still, be playing the game lolol cheers
So close to 100, had great artifacts, stacking bleed on multiple troops is super strong.Dex needs to be worked on, as it stands it borderline useless, bows and daggers should scale their damage off of it imo
Wisdom is wayy too strong, reaching thresholds for the sun bow and fire staff to two shot into special makes bleeding/burning the entire enemy team a piece of cake.
Love the game, Jesus Christ it's addictive, great work!!
You said Dex was useless but then mention the Sun Bow, which I assume is a bow & not a staff. Did you use Dex characters or not? I got to 39 battles (far from your near 100!) so any advice would be appreciated.
So a "class" is what your dwarf will level up when recieving enough XP.
Dex is like shitty strength for melees, BUT the sun bow (a dex weapon) scales insanely well with wisdom (healer class). So usually i have a2-3 dedicated healers, one of which will be switched to archer at about round 40+ (sun bow starts to shine when against 20+ enemies.)
Sunbow has a mana cost of 120, which means you 45 wisdom to twoshot into spell/special, this is very hard without leveling wisdom
this effectively mean to get a GOOD ARCHER you need a great mediocre healer first.
The healer is mediocre because the best healers are old mages, since most healing scales both with wisdom AND intelligence.
read the guide ingame, explains most everything,
Dex is okayish lategame, but pre round 40 it is worthless IMO
you have 10 damage, what is better
1% speed
or
10% pure damage.
That is the difference we're talking round between Strength and dex for melee
sorry for rambling lol
i will say daggers can be decent, and yet they scale better with strength, no dex weapon actually benefits the most from dex imo
Thanks so much for the tips. I got up to 50 wins but to go further I'll have to incorporate your advice. Thanks again.
There, I beat lvl 100 with my army of armored thieves. I'm sure there's a better way to do it, I just don't know how.
33 deserted battles lmaoo
:) They almost all happened at the last encounter. I just couldn't beat it.
I download the game but the save file is gone, where the save file that is in the folder itself ? Can i move the save file from old folder to new downloaded folder ?
Unfortunately you cannot use an old game file at the moment. This is because the game is still being developed and the game data structure changes significantly between the updates.
Thank for the fast update, i just check appdata and notice more player file been added, now this solve my curious hmm... anyway thank
i love the addition of artifacts, i always sell my first one so that i can get a massive money boost, then i actually use the ones that i get later in the game. on level 10 when it gives you your first option to select an artifact, i recommend getting the one with the highest sell value, and selling it. keeping the later ones is useful though because it gets really hard a bit later in.
I absolutely love the game, just a bit too difficult for my gaming "skills", even on glory mode I died on 39 lol
I can't seem to get past 39 battles. There's a steep difficulty increase that I have no idea yet how to counter.
in reply to this reply, made into a comment just in case it gets looked over
>Dwarves are just really bad at archery... Joke aside, I might look into something to make them more viable.< - ichbinhamma ~ 3AM central time
Maybe you can have two ´modes´ one being misfire and accurate.
You would take a stat for archers and have it be the accuracy chance, for example, if the stat was dex. and my archer had 16 dex. then before they shoot, they get a number 1-100 (or something else for balance reasons.) , and if it's within 1-16 (16 from my dex. stat.) the shot is accurate. (i think you should have the shot go straight or you could have it shot into the sky and come down like lightning).
If the number drawn were to be 17-100 it would fire how it currently does and call it a misfire, since it is very inaccurate, or do stuff how you want to I'm just here from a player standpoint.
please buff archers, they are cool and all, but their curving down arrows barely hit. The idea of arrows is to attack the back row buffers and healers, but my knights just keep pushing the line, and my archers just won't hit. Faster shooting speed perhaps?
Dwarves are just really bad at archery... Joke aside, I might look into something to make them more viable.
Maybe you can have two ´modes´ one being misfire and accurate.
You would take a stat for archers and have it be the accuracy chance, for example, if the stat was dex. and my archer had 16 dex. then before they shoot, they get a number 1-100 (or something else for balance reasons.) , and if it's within 1-16 (16 from my dex. stat.) the shot is accurate. (i think you should have the shot go straight or you could have it shot into the sky and come down like lightning).
If the number drawn were to be 17-100 it would fire how it currently does and call it a misfire, since it is very inaccurate, or do stuff how you want to I'm just here from a player standpoint.
in the inspect the dwares thing what is the slot on the top left corner??
Shoulders.
end me
Well this is as good of a spot to leave off as any lol
Nice.
Omg, i got to 59 and was already thinking I was a baddass.
I think someone farther down in the comments got like 90+ in an older version. Interesting build but I would say 4 healers minimum is required to get past the elite orcs in the later rounds
Does the bleed effect and burn stack?
Yes, but only burn applies damage over time. Bleed reduces healing and speed by 50%. You can find an overview of all debuffs in the 'Guide' section.
can you please make the fire orc either come later or rework it, maybe give its ability a pierce of two or three, I just had a game where I finally got 5 units early on, and everyone got one shot and half of them hadn't been hit
Balancing is still a WIP. The mage orcs are a bit on the powerful side... but they also have the best drops. By re-rolling you can avoid most of them though.
I'm not sure if this was overlooked but I found out that if 2 dwarves show up in the shop at the same time, they both stay same price after purchasing one
Yup, in this case you are lucky and you get a discount! It's a feature not a bug.
I also wanted to ask if there will be a heal falloff as the fight continues because while in the same run, the orcs had 9 healers(5 banners 4 shamen) to my 4 healers( 2 divine and 2 water) and the fight took like 10 minutes to finish since both parties were maintained pretty high hp
There is no falloff, but a complete stop: After 3 minutes all priests/supporters will use their ultimate one last time and then engage in melee combat. As their melee combat abilities are not the best, the fight might drag on for a while though...
bro my banner guy is faster than Usain bolt
What does the ultimate "Stossgebet" do?
Heal your lowest dwarf for 4*Intelligence. You can find a description of everything in the "Guide" section. "Guide" can be accessed through the Main Menu or by pressing 'ESC' in the preparation phase.
Loving it so far! Good job
HELL YEAH ARTIFCARS
very love the game, the perma death make it more fun to play and to try diferent combination, keep it up dude. great game
Love the game! Currently stopped at 100 battles won (so far 200+ total).
1) I wish I could see the individual equipment stats that are equipped. As well as unequip specific equipment. The only way right now is to equip another item.
2) Equipment compendium of some sort. That way I can see all the possible items and know what to hunt for. At the very least, a list that makes them hidden until they're purchased/seen in store for the first time.
3) The RNG for items in the shop is really wonky IMO. My first run of 95 battles never saw a single piercing shot bow. My second run of 100 battles saw only one flame staff.
4) Bows in general have terrible accuracy. Something about this needs to be fixed or updated to feel a lot better. Even against a large crowd, It will miss because it undershoots a lot.
5) The later stages of the game, I was heavily reliant on pierce and AoE. As such, flame staff, piercing bow, and the 2-handed hammers were the only viable options. There needs to be more balancing for the other types for later game stages.
6) Rarity should be clearly visible without hovering for the colored name.
7) While I enjoyed the concept of the weapons identifying the class and thus the stat growth per level, I want more control in stat allocation. But, I also understand that's the point of the system, so I'm a bit torn on this.
8) Do bows not scale its damage (nor its ultimate) off of any given stat? It seems like the base damage of the bow is all there is to it. This feels bad. But if I'm wrong, it needs to be clarified in the Guide, too.
9) I like the Guide section! But some of that info could be provided during the game, too. For example, underneath the ultimate names, there can be a small text description of what it does.
10) It's not specified how energy/mana is replenished. I have determined it's based on each basic attack recovers Wisdom stat amount. So, a dwarf with 50 Wisdom will recover 100 energy/mana in 2 basic attacks. This should be clarified in the Guide (it may be and I missed it, though).
11) Enemy mages and archers are SIGNIFICANTLY more threatening than the melee ones in mid and end-game. By rerolling strictly for melee enemies, I can avoid the ranged mobs. This has to be balanced somehow. Like ranged units deal 0.5x dmg to other ranged units for both sides since they're already squishier.
Keep up the great work! Looking forward to future updates. :)
Thanks for playing and taking the time to give feedback!
Let me try to answer your points:
1) That is a planned feature for a future update.
2) I like it. I'll put it on the TODO list.
3) RNG is what it is... I try to balance this a bit by removing beginner items from the shop if you progress further.
4) It's because of their short hands! But tbh it is just really hard to determine where the arrow has to hit as the melee jostling is very dynamic.
5) Yes, I'm aware. Balancing is still a WIP.
6) Yeah, this will be updated soon.
7) I implemented this system because I thought it will get too tedious to open each individual dwarves stats and add the points manually after every level up. But maybe some changes will happen to this in the future.
8) They do not scale with any other stat no, But as bows have very high min - max attack this number is affected a lot by item rarity. Feels wrong to scale it with STR, and if it would be scaled with DEX it might get too powerful.
9) Good point, I'm just afraid that the UI becomes too cluttered then. But I'll experiment with this.
10) It says in the Guide "Increases Mana Regeneration by 1 (Base is 15)", but maybe it is not clear enough that this will happen on every attack.
11) I'm working on a better composition of enemy team setups. Basically like premade warbands for the enemies with a more balanced setup. There will be artifacts introduced soon, which have passive effects like reducing magic damage, etc.
Apparently 42 speed thief is so fast my camera can't catch up to it, because of this I want to see hp bars at the bottom of the screen. Since I can see the theif's hp I'm like watch this guy run into a crowd of cleavers.
Edit: Also 42 speed is fast enough for him to run ahead of the entire party and get first melee hit in even though I placed him in the back slot
Haha, yeah you know, dwarves are natural sprinters.
You can actually display hp bars in the Options (Main Menu or by pressing 'ESC'). I just need to make some update that all the hp bars stay in the camera view.
I think you need to upgrade the speed of your knights then a bit :D
I was playing and my team (image) got very strong. i tough i would never lose. Then i left the computer for a few minutes and i had left the fight going. once i came back, everyone was dead. it was funny, mainly because i tough my team was invincible lol.
1:i would love if there was a way to right click a character and see all the equiped armor and stuff
2:once you enter a fight, there is no music, but it would be cool if there was.
3:in my opininon the main menu is too boring,
thats it, not a lot of things.
btw im excited for the skill tree
Thanks for playing. You should not leave your dwarves alone in battle!
1) That is a planned feature.
2) There should be music (unless you turned it off in the options?)
3) I see, maybe I can add a few animations later.
This game is incredible. No one's making games like this anymore, particularly for browser. I love the items, the animation, and the art. I'm so impressed you've done all this by yourself.
Thank you so much for the kind words :)
Cool game, i hope it gets more attention
So I'm not entirely sure how to word this report-- but the exe version of this game is doing weird things to my computer.
For one it's pinning my GPU to the absolute maximum it can go to at all times which doesn't make sense given the game.
And secondly its making my computer make very strange high pitched noises-- which might be related to the GPU thing, I've never heard anything like it in my life. So I should probably look into my gpu- but no other game is doing that even when I run the most GPU intensive games I own.
Yeah something to be aware of. Very strange.
I mean it might just be me and my system but I have no way of knowing because the game is the only X-factor.
Im running a Radeon 6600XT on a Ryzen 7 5800X processor.
If I were you, I would really look into my system...
This should not be happening, and I did not receive any similar reports.
I mean that's fair, and I am definitely going to. But it's also only this specific game that does it. I tested like 20 other games and no other game had this issue at all.
Like why would the GPU get pinned on this game-- on the title screen no less-- but not something like Cyberpunk 2077 with maxed out settings. That doesn't make sense and I can't even remotely understand why it would happen besides something in the game code/settings.
I tested a bunch of other unity games as well. All normal-- no problems. Nothing pinning the GPU at its max. Most games don't even take the GPU past 10-20% utilization. And even the most GPU intensive only sit around 60-80%.
The only difference I could easily find was in the Runtime Initialization AptivePerformance was turned on for this game. No other Unity game I checked had that.
Do I know if that's the issue? No idea. It was the only difference I could find with what I can check on my end.
All I know for certain is that this game is the only game to have the issue. And its very strange for only one specific game to have issues if its a system problem. So-- its at least worth mentioning
Thank you very much for investigating. I will look into this, it is indeed very strange.
The issue should be fixed with the latest update.
So it still does it for about 1-2 seconds when launching the game but then everything goes back to normal / what I would expect and I haven't noticed any issues after that. So still a little weird-- but obviously significantly better!
I just reported the same problem on Discord and this was pointed out to me. Coincidentally also running 6600XT on Ryzen 5800X.
that was pretty fun! i like that you can see how much damage each dwarf dealt/received for the battle, it really helps you see how much each is contributing :D