Took a few more runs than I had hoped, I was set to win on attempt 2. But just never got my 4th Strongbowmen ever, so was stuck with Rare emblems in inventory and nothing to put them on. Which made me lose to the boss. Then I had a T0 Fire Mage spam run where the boss lived with 1 pixel of health. But just standard T2 Footman + T2 Cleric + T2 Strongbowmen, all with below average mutation luck, got there in the end.
There appears to be some kind of either memory leak, or just very unoptimized code going on in combat as well. I don't think it's reasonable for this game to push my 7600x to 70-80% utilization and just sit there for a lot of battles. Really this kind of game shouldn't ever push it past like 20-30% if that. If I had to guess, it's probably something about how damage numbers are handled, as it seems to be worse when you have something like thorns or swordmen. But it's almost always pretty bad.
All the bug fixes to Cleric made them way too strong. I first time won every single Tank+Cleric+DPS setup I've tried so far, and I've essentially tested all of them. Only run I lost was one where the game just never gave me my 4th Footman, so I got stuck on T1s until they got one-shot.
Cleric AI is still pretty dumb and it will just overheal away all its mana instantly. But with enough mana regen, since they actually use their 0.3s CD now. They just out sustain everything except crits on the last boss (because, it's pretty hard to out-sustain oneshots).
Archer still feels very weak compared to the other DPS. Sacrificing the AOE the others gives, feels like it should come with premium single target DPS. But the Archers do not bring that.
Fire Mage is in a weird spot. Upgrading it you get negligible damage increase on the fireball and NO increased mana regen. Whereas if you just leave your Fire Mages at T0, their fireball still does comparable damage. But you now have 4x as much Mana regen (since they gain no mana regen on level up). Which means 4x as many fireballs.
Berserker feels like it's very strong, currently. Since Cleric is OP it means you have enough time for RNGsus to smile upon ye and spin2win. If you get Divine Protection on your cleric(s), he can even main tank just fine since the boss deals less damage to him.
Strongbowmen are nutty as they always have been.
Swordmen are probably better now than they've ever been. Since Fire Mage can't just AOE permastun anymore, to do their job better than them. I particularly find Giant Killer cleave to be hilarious. As they hit the final boss and 1-2 shot all the adds due to that damage being added to the cleave.
Footmen are way too consistently amazing at tanking. They need at least one more Uncommon emblem, so you can't just pick Armor Shred and then have deterministic 15% block every single uncommon sigil after that.
Knights are fine, just great tanks. But when Footmen is enough, cheaper and easier to get in the shop. Why bother?
Had a run where the game just robbed me of a win. I had killed the boss, but due to running a basically 0 dps 2x T2 Footman 1x T2 Cleric 1x T1 Cleric setup. The adds were still alive. So I had a single living Footman sitting in the middle of the orcs slowly killing them. With enough sustain that he was immortal. Then the "Run Ended" screen popped up. But the fight continued and my trustly single Footman eventually killed all the orcs. But I'm guessing it still didn't count as a win.
Yeah that build is interesting haha. We currently have timeout after 2 mins which compares the hp pools and if you have more you win. But I might add an end battle button that pops up after 2 min instead so you get the choice :)
I guess that's a more futureproof way to do it. Currently the end boss doesn't have any sustain, so a soft lock isn't possible. Which means you don't really *need* the timeout, and could just remove it. But I'm guessing that would cause issues on other/future bosses that may just be able soft lock you with sustain.
It feels like a lot of the units are basically useless. Just plain old boring 1x T2 Footmen + 1x T2 Strongbowmen will basically get you the win 100% of the time. Any attempts at making other units work just feels like an uphill battle due to how OP Heavy damage on the Strongbowmen is, and just how much of a meat shield T2 Footmen with random common+uncommon Emblems is.
Oh, and you only changed the tooltip for the +100% damage mod. It still gives 100% damage and is still completely insane.
Better AI for the Cleric is pretty high up on my list. I feel like it just blows through its mana pool instantly without it really doing much good. Maybe changing it so that instead of capping the number of emblems on T1 units, making it so T1s can only use common emblems. Currently the time/money investment into making something like a cleric actually do *something* is simply too much, and honestly all a Cleric really wants is just a spam of commons to get enough mana regen to actually sustain.
The above would also make going "wide" instead of "tall" a lot more viable.
The power difference between a lot of the "higher end" units doesn't seem worth the loss of tempo of how rare they are in the shop. Say I wanted to not use my Footman and instead tank a Knight. Between the extra 50% unit cost and how long it would take to actually get 4 in the shop. The tempo loss compared to just having a T2 Footman doesn't seem worth the trade-off at all.
For Swordmen I feel like the issue is that due to them having both cleave and crit based emblems added, their pool is simply so full of utility and lategame emblems. That it's relatively unlikely to actually get the consistent single target DPS upgrades you need for those to matter. Also, how come the Swordmen come with cleave, but can also get cleave as an emblem? That just seems odd. Would love if the cleave tooltip actually stated how much cleave damage it did.
For the mages, same issue, really. It would take too long to get 4 mages and cost too much, and overall you don't *really* care about cleaving. you care about killing their strong big targets ASAP, since by the time you actually care about cleaving. You've already won. So even if you get a mage to be strong, it would pretty much just be "win more" at that point. And baseline, the single target DPS of the mage is too low to stall out until it becomes strong. Whereas Strongbowmen start out with acceptable single target DPS and due to their pierce end up doing a tonne of AOE end game anyways.
Archer is fine if you high roll. But Light is just such a bad damage type, since almost all the things you'll lose to are resistant to it.
Oh, and how come attack damage emblems are multiplicative, but attack speed emblems are additive? Makes taking more than one +ASPD feel awful, unless you're setting up knockback archers for the memes.
Probably all the spells could stand being cheaper, having to build for so much mana regen to actually get them going off often enough means you don't have those emblem slots to actually scale damage. Whereas with stuff like multi shot and attack speed you get both real/faux single target DPS and AOE at the same time.
Armor, in general, is just insanely strong, which then translates into armor shred being insanely strong. This leads to some level of "illusion of choice" where if you're offered armor shred or true damage. it doesn't matter what the other options are, you simply have to take them.
Having played a few more runs, some "bad luck protection" would be nice. Just had a run where I got offered Rare emblems 2-3x before you earn enough to afford them/have a T1 to put it on. Then purposefully held 250 gold to be able to buy any Rare emblem offered, but wasn't offered a single Rare emblem until Wave 19 (which ended up being a +50% damage, but too little too late). Not like anything you can do choice wise matters at that point. It's just a scheduled loss, basically. Boss lived with like 5% hp.
Armor nerf was too much (or rather it was fine, but damage probably needs to come down a bit). Final boss just mows down even full tank Footmen now. Orclings are also very, very strong. Considering how many of them spawn, and how much damage they deal. It's a bit much that they also have that much HP. Feels like it swung the balance too much in the opposite direction. From AoE being useless, to being nearly mandatory. The armor nerf also means that Werewolves are absolutely insane, if your units actually focus fired them, it'd be fine. But they purposefully spread their damage between them perfectly to make them all have infinite attack speed. Last patch it was fine, because you could just out-tank it. But now it's nearly un-tankable. At least with footmen, could just be that footmen are bad now. Need to test a Knight tank run and see if it's the same there. Could also just be that holy trinity (footman+cleric+random dps) is dead and you have to go 2x dps 1x tank now and just out-race the untankable damage. But that would be pretty boring.
Okay, so if you don't just go straight T2 footman + T2 cleric rush. The lack of armor means early/mid game is now also pretty much entirely unbalanced. Because that early, basically none of the enemy power comes from armor, and a lot of your power comes from armor. So you just kind of lose even against "normal" encounters. You just get stat checked.
T2 Footmen full tank with 2x T2 Cleric with near perfect mutations and a T1 Cleric and a T0 Cleric still has the footmen insta die against the boss. Yeah, enemy damage needs to come down so that the post armor damage is the same as last patch, by having lower enemy damage. That way the overpowered nature of armor pen gets taken down a notch, while still having the same base tankiness targets as before. Currently you just cannot tank with T2 Footmen, but if you try and make Knights your tank and don't hit T1 Knight super early, you just auto-lose to being stat checked early/mid due to how weak your armor based units are against the non-armor based enemy units (skeletons are so bad, since block RNG means you can lose at pure random to them, even if you're stronger on paper).
Okay, so the literal strongest possible god comp does still work, if barely. T2 Footman+T2 Cleric+T2 Strongbowman. With +5 Armor 65% Evasion Footman, 2x 20% spell power 3x mana regen 1x +1 Unit Cleric and an admittedly pretty mid Strongbowman, but with the rare +15% pierce. Let the orc adds die fast enough that only one Footman got one-shot before we stabilized and won on the final boss. But that comp is pretty much a war crime. So the fact it was *required* to get a win and I had really good mutation RNG on top of that, is probably a pretty good sign that this patch isn't really balanced. I'm guessing that perma stun Fire mage would still very much get the job done too. But haven't tested that yet.
Didn't get full permastun Fire Mage but even 2s stun was enough to get the job done with only the initial burst one-tapping another 65% evasion T2 Footman.
Also what i assume is a bug, not sure if this applies to the Clerics as well. But the Fire Mage's Fireball isn't actually fully decoupled from attacks. As in if it has enough mana to cast it. It will not cast it until its next auto attack happens. If this is true for Clerics heal as well (harder to tell). That might be part of the tank issues and dying to burst issues. If they are meant to heal every 0.3s but are capped to only do it once per attack cycle.
The idea is that you shouldn’t be able to beat every match up, unless you really high roll. Thats what the rerolls are for, so if you have alot of single damage you reroll when see orclings for example. With the armor/attack types change more units have different roles and matchups. Werewolfs are light armor so you might want to avoid them unless you have the set up to kill them for example. But I was a bit unsure about having archer be light damage or medium damage. We also have taunt now on the armored orcs so that might be also a thing to consider if you go up against armored orcs and werewolfs, as that could be quite dangerous. But yeah probably things still need to get tuned, but I dont feel like any unit is useless currently, i won with berserker and swordsman as carry for example.
About the footman cleric combo, do you really think that should be a viable strategy, as I see those two units as supports units, one being damage soaker and one being healer, im unsure about that being a winning strategy for the game.
At my fourth try i did it! Or maybe its thanks on the balance update ahah. But it was fun, once i managed to have a crew of bowmen even the boss wasn't a threat anymore. It was fun seeing him trying to get close but being knocked back by the arrows.
Team: Strongbowmen T2 Footman T2 Archer T2, T1 and normal Berserker
It genuinely feels like the game is balanced around you getting the 100% more damage fuse, and anytime you don't. You just lose, but if you get it, free wins. Pretty much nothing else matters, just Rare emblem/fuse RNG. Oh and wave RNG, if you get an early enough Armored Skeleton wave, you still lose with fused 100% more damage.
Nice game :). Most of the time build with multi-shot high damage archers plus some tanks seem to be most convenient.
I'll share two of my more unusual wins: a) Only footmen whole run:
b) Two buffed knights at the end:
Few bugs: - Restarting the game messes with screen resolution (I need to exit and enter fullscreen again). - There seems to be no level 19 :). Level 18 is followed by 20.
My suggestions for some changes:
1. Have also some economy upgrades, to be able to gain some benefits from saving money. 2. Be able to reroll units in shop (costing some gold). 3. Maybe balancing of units - Low-armor melee units seem to be too weak (has anybody make them work for him?).
I finally beat the game! The game-changer was discovering that I could continue to fuse already fused units with 2 fusion points! I thought that I could only fuse once, maybe I missed this part in the tutorial. After discovering that, I won the game on my first try, with no difficulty against the final boss.
Anyway, I’m happy to have won, but the team I used was very basic. I didn’t feel that I needed to use anything other than footmen and archers.
Nice grats! Yeah thats my bad, I missed adding that to the tutorial. I will make it way clearer that you can fuse again for the next update. Thanks for playing!
For now my strategy rely upon a lot on upgraded archers and some kind of tanks in front. It’s very random : if I can obtain a gold upgrade on some units, and apply a second gold updgrade, I can progress, if not I cannot go very far. So for me it’s very luck based and quite frustrating. But I have fun ! I tried the cleric and the fire wizard with no success, and the alternative to the archer also did not work (I forgot his name).
I reached the boss and failed but I got him within less than a third of his health left. I played the game all day yesterday. From my observations it does appear that there is a balance issue between the Ranged unit differentiation with Archers being disproportionately strong. I also survived with a basic Footman team up front. Berserkers (Especially.) and Swordsmans tend to die very fast due to Skeleton Archers, the numbers advantage and relative durability seems more important for frontliners.
That early game encounter with the extremely large amount of skeleton archers tends to be a run killer. All of my units for this run were placed directly to the edge with the Clerics in the middle backline. This is the 2nd run I've had where I've reached the orcs and my first reaching the boss. Do note that the 1,2 listing is not the order I got the units in.
← Return to game
Comments
Log in with itch.io to leave a comment.
Took a few more runs than I had hoped, I was set to win on attempt 2. But just never got my 4th Strongbowmen ever, so was stuck with Rare emblems in inventory and nothing to put them on. Which made me lose to the boss. Then I had a T0 Fire Mage spam run where the boss lived with 1 pixel of health. But just standard T2 Footman + T2 Cleric + T2 Strongbowmen, all with below average mutation luck, got there in the end.
There appears to be some kind of either memory leak, or just very unoptimized code going on in combat as well. I don't think it's reasonable for this game to push my 7600x to 70-80% utilization and just sit there for a lot of battles. Really this kind of game shouldn't ever push it past like 20-30% if that. If I had to guess, it's probably something about how damage numbers are handled, as it seems to be worse when you have something like thorns or swordmen. But it's almost always pretty bad.
Nice job! Will take a look that performance issue :)
Cleric Rare mutation with 3 mana regen and 15% spell power has a typo "mana regn" instead of "mana regen".
Will fix! :)
All the bug fixes to Cleric made them way too strong. I first time won every single Tank+Cleric+DPS setup I've tried so far, and I've essentially tested all of them. Only run I lost was one where the game just never gave me my 4th Footman, so I got stuck on T1s until they got one-shot.
Cleric AI is still pretty dumb and it will just overheal away all its mana instantly. But with enough mana regen, since they actually use their 0.3s CD now. They just out sustain everything except crits on the last boss (because, it's pretty hard to out-sustain oneshots).
Archer still feels very weak compared to the other DPS. Sacrificing the AOE the others gives, feels like it should come with premium single target DPS. But the Archers do not bring that.
Fire Mage is in a weird spot. Upgrading it you get negligible damage increase on the fireball and NO increased mana regen. Whereas if you just leave your Fire Mages at T0, their fireball still does comparable damage. But you now have 4x as much Mana regen (since they gain no mana regen on level up). Which means 4x as many fireballs.
Berserker feels like it's very strong, currently. Since Cleric is OP it means you have enough time for RNGsus to smile upon ye and spin2win. If you get Divine Protection on your cleric(s), he can even main tank just fine since the boss deals less damage to him.
Strongbowmen are nutty as they always have been.
Swordmen are probably better now than they've ever been. Since Fire Mage can't just AOE permastun anymore, to do their job better than them. I particularly find Giant Killer cleave to be hilarious. As they hit the final boss and 1-2 shot all the adds due to that damage being added to the cleave.
Footmen are way too consistently amazing at tanking. They need at least one more Uncommon emblem, so you can't just pick Armor Shred and then have deterministic 15% block every single uncommon sigil after that.
Knights are fine, just great tanks. But when Footmen is enough, cheaper and easier to get in the shop. Why bother?
Thanks for feedback! :)
Had a run where the game just robbed me of a win. I had killed the boss, but due to running a basically 0 dps 2x T2 Footman 1x T2 Cleric 1x T1 Cleric setup. The adds were still alive. So I had a single living Footman sitting in the middle of the orcs slowly killing them. With enough sustain that he was immortal. Then the "Run Ended" screen popped up. But the fight continued and my trustly single Footman eventually killed all the orcs. But I'm guessing it still didn't count as a win.
Yeah that build is interesting haha. We currently have timeout after 2 mins which compares the hp pools and if you have more you win. But I might add an end battle button that pops up after 2 min instead so you get the choice :)
I guess that's a more futureproof way to do it. Currently the end boss doesn't have any sustain, so a soft lock isn't possible. Which means you don't really *need* the timeout, and could just remove it. But I'm guessing that would cause issues on other/future bosses that may just be able soft lock you with sustain.
It feels like a lot of the units are basically useless. Just plain old boring 1x T2 Footmen + 1x T2 Strongbowmen will basically get you the win 100% of the time. Any attempts at making other units work just feels like an uphill battle due to how OP Heavy damage on the Strongbowmen is, and just how much of a meat shield T2 Footmen with random common+uncommon Emblems is.
Oh, and you only changed the tooltip for the +100% damage mod. It still gives 100% damage and is still completely insane.
The Rare AoE stun skill has a typo on "enemies".
Thanks for the feedback! My bad on the damage mod, I just hotfixed it.
What changes would you like to see? I think I will rebalance the armor/attack types for the next update.
Better AI for the Cleric is pretty high up on my list. I feel like it just blows through its mana pool instantly without it really doing much good. Maybe changing it so that instead of capping the number of emblems on T1 units, making it so T1s can only use common emblems. Currently the time/money investment into making something like a cleric actually do *something* is simply too much, and honestly all a Cleric really wants is just a spam of commons to get enough mana regen to actually sustain.
The above would also make going "wide" instead of "tall" a lot more viable.
The power difference between a lot of the "higher end" units doesn't seem worth the loss of tempo of how rare they are in the shop. Say I wanted to not use my Footman and instead tank a Knight. Between the extra 50% unit cost and how long it would take to actually get 4 in the shop. The tempo loss compared to just having a T2 Footman doesn't seem worth the trade-off at all.
For Swordmen I feel like the issue is that due to them having both cleave and crit based emblems added, their pool is simply so full of utility and lategame emblems. That it's relatively unlikely to actually get the consistent single target DPS upgrades you need for those to matter. Also, how come the Swordmen come with cleave, but can also get cleave as an emblem? That just seems odd. Would love if the cleave tooltip actually stated how much cleave damage it did.
For the mages, same issue, really. It would take too long to get 4 mages and cost too much, and overall you don't *really* care about cleaving. you care about killing their strong big targets ASAP, since by the time you actually care about cleaving. You've already won. So even if you get a mage to be strong, it would pretty much just be "win more" at that point. And baseline, the single target DPS of the mage is too low to stall out until it becomes strong. Whereas Strongbowmen start out with acceptable single target DPS and due to their pierce end up doing a tonne of AOE end game anyways.
Archer is fine if you high roll. But Light is just such a bad damage type, since almost all the things you'll lose to are resistant to it.
Oh, and how come attack damage emblems are multiplicative, but attack speed emblems are additive? Makes taking more than one +ASPD feel awful, unless you're setting up knockback archers for the memes.
Probably all the spells could stand being cheaper, having to build for so much mana regen to actually get them going off often enough means you don't have those emblem slots to actually scale damage. Whereas with stuff like multi shot and attack speed you get both real/faux single target DPS and AOE at the same time.
Armor, in general, is just insanely strong, which then translates into armor shred being insanely strong. This leads to some level of "illusion of choice" where if you're offered armor shred or true damage. it doesn't matter what the other options are, you simply have to take them.
Having played a few more runs, some "bad luck protection" would be nice. Just had a run where I got offered Rare emblems 2-3x before you earn enough to afford them/have a T1 to put it on. Then purposefully held 250 gold to be able to buy any Rare emblem offered, but wasn't offered a single Rare emblem until Wave 19 (which ended up being a +50% damage, but too little too late). Not like anything you can do choice wise matters at that point. It's just a scheduled loss, basically. Boss lived with like 5% hp.
I just updated, and there are some changes that i made based on your suggestions :) Feel free to try it and let me know your thoughts
Armor nerf was too much (or rather it was fine, but damage probably needs to come down a bit). Final boss just mows down even full tank Footmen now. Orclings are also very, very strong. Considering how many of them spawn, and how much damage they deal. It's a bit much that they also have that much HP. Feels like it swung the balance too much in the opposite direction. From AoE being useless, to being nearly mandatory. The armor nerf also means that Werewolves are absolutely insane, if your units actually focus fired them, it'd be fine. But they purposefully spread their damage between them perfectly to make them all have infinite attack speed. Last patch it was fine, because you could just out-tank it. But now it's nearly un-tankable. At least with footmen, could just be that footmen are bad now. Need to test a Knight tank run and see if it's the same there. Could also just be that holy trinity (footman+cleric+random dps) is dead and you have to go 2x dps 1x tank now and just out-race the untankable damage. But that would be pretty boring.
Okay, so if you don't just go straight T2 footman + T2 cleric rush. The lack of armor means early/mid game is now also pretty much entirely unbalanced. Because that early, basically none of the enemy power comes from armor, and a lot of your power comes from armor. So you just kind of lose even against "normal" encounters. You just get stat checked.
T2 Footmen full tank with 2x T2 Cleric with near perfect mutations and a T1 Cleric and a T0 Cleric still has the footmen insta die against the boss. Yeah, enemy damage needs to come down so that the post armor damage is the same as last patch, by having lower enemy damage. That way the overpowered nature of armor pen gets taken down a notch, while still having the same base tankiness targets as before. Currently you just cannot tank with T2 Footmen, but if you try and make Knights your tank and don't hit T1 Knight super early, you just auto-lose to being stat checked early/mid due to how weak your armor based units are against the non-armor based enemy units (skeletons are so bad, since block RNG means you can lose at pure random to them, even if you're stronger on paper).
Okay, so the literal strongest possible god comp does still work, if barely. T2 Footman+T2 Cleric+T2 Strongbowman. With +5 Armor 65% Evasion Footman, 2x 20% spell power 3x mana regen 1x +1 Unit Cleric and an admittedly pretty mid Strongbowman, but with the rare +15% pierce. Let the orc adds die fast enough that only one Footman got one-shot before we stabilized and won on the final boss. But that comp is pretty much a war crime. So the fact it was *required* to get a win and I had really good mutation RNG on top of that, is probably a pretty good sign that this patch isn't really balanced. I'm guessing that perma stun Fire mage would still very much get the job done too. But haven't tested that yet.
Didn't get full permastun Fire Mage but even 2s stun was enough to get the job done with only the initial burst one-tapping another 65% evasion T2 Footman.
Also what i assume is a bug, not sure if this applies to the Clerics as well. But the Fire Mage's Fireball isn't actually fully decoupled from attacks. As in if it has enough mana to cast it. It will not cast it until its next auto attack happens. If this is true for Clerics heal as well (harder to tell). That might be part of the tank issues and dying to burst issues. If they are meant to heal every 0.3s but are capped to only do it once per attack cycle.
The idea is that you shouldn’t be able to beat every match up, unless you really high roll. Thats what the rerolls are for, so if you have alot of single damage you reroll when see orclings for example. With the armor/attack types change more units have different roles and matchups. Werewolfs are light armor so you might want to avoid them unless you have the set up to kill them for example. But I was a bit unsure about having archer be light damage or medium damage. We also have taunt now on the armored orcs so that might be also a thing to consider if you go up against armored orcs and werewolfs, as that could be quite dangerous. But yeah probably things still need to get tuned, but I dont feel like any unit is useless currently, i won with berserker and swordsman as carry for example.
About the footman cleric combo, do you really think that should be a viable strategy, as I see those two units as supports units, one being damage soaker and one being healer, im unsure about that being a winning strategy for the game.
At my fourth try i did it! Or maybe its thanks on the balance update ahah. But it was fun, once i managed to have a crew of bowmen even the boss wasn't a threat anymore. It was fun seeing him trying to get close but being knocked back by the arrows.
Team:
Strongbowmen T2
Footman T2
Archer T2, T1 and normal
Berserker
Glad you had fun! :)
New update live! Let me know your thoughts
It genuinely feels like the game is balanced around you getting the 100% more damage fuse, and anytime you don't. You just lose, but if you get it, free wins. Pretty much nothing else matters, just Rare emblem/fuse RNG. Oh and wave RNG, if you get an early enough Armored Skeleton wave, you still lose with fused 100% more damage.
It would be maybe a good idea to nerf +100% damage, to like +50%.
Yep already coming in the next update + more :)
Nice game :). Most of the time build with multi-shot high damage archers plus some tanks seem to be most convenient.
I'll share two of my more unusual wins:


a) Only footmen whole run:
b) Two buffed knights at the end:
Few bugs:
- Restarting the game messes with screen resolution (I need to exit and enter fullscreen again).
- There seems to be no level 19 :). Level 18 is followed by 20.
My suggestions for some changes:
1. Have also some economy upgrades, to be able to gain some benefits from saving money.
2. Be able to reroll units in shop (costing some gold).
3. Maybe balancing of units - Low-armor melee units seem to be too weak (has anybody make them work for him?).
I'm looking forward to future updates.
Thank you for playing and for the feedback!
I finally beat the game! The game-changer was discovering that I could continue to fuse already fused units with 2 fusion points! I thought that I could only fuse once, maybe I missed this part in the tutorial. After discovering that, I won the game on my first try, with no difficulty against the final boss.
Anyway, I’m happy to have won, but the team I used was very basic. I didn’t feel that I needed to use anything other than footmen and archers.
Nice grats! Yeah thats my bad, I missed adding that to the tutorial. I will make it way clearer that you can fuse again for the next update. Thanks for playing!
Beat it first try. Fun game! :D
Nice! What strategy did you use?
Has anyone beaten the boss yet? If not, what encounter ended your run?
My best is 11/20 😕
What are your thoughts on the difficulty? Will be doing more balancing for the next update!
For now my strategy rely upon a lot on upgraded archers and some kind of tanks in front. It’s very random : if I can obtain a gold upgrade on some units, and apply a second gold updgrade, I can progress, if not I cannot go very far. So for me it’s very luck based and quite frustrating. But I have fun ! I tried the cleric and the fire wizard with no success, and the alternative to the archer also did not work (I forgot his name).
So I don’t know, maybe I’m just not good enough 😂
Ah I see, glad you still enjoy it!
I reached the boss and failed but I got him within less than a third of his health left. I played the game all day yesterday. From my observations it does appear that there is a balance issue between the Ranged unit differentiation with Archers being disproportionately strong. I also survived with a basic Footman team up front. Berserkers (Especially.) and Swordsmans tend to die very fast due to Skeleton Archers, the numbers advantage and relative durability seems more important for frontliners.
That early game encounter with the extremely large amount of skeleton archers tends to be a run killer. All of my units for this run were placed directly to the edge with the Clerics in the middle backline. This is the 2nd run I've had where I've reached the orcs and my first reaching the boss. Do note that the 1,2 listing is not the order I got the units in.
Thanks for the feedback! More balancing coming!