cyriac: There are two things to notice for Forged Metal: a) Elements - if you use physical type units, you'll lose to the Beetles, and if you use lots of Energy type units, you'll lose to the Cave Lich, if not before. Poison doesn't make much sense either, since several of the enemies are strong against it, so that leaves just Fire and Cold. It shouldn't matter too much which you choose, but from memory I think you have more player skills the boost Fire at that point in the game, so I'd use that. b) at 1500 health and 17 armour, those beetles in wave 14 are hard, but there are no flying enemies. You need a lot of punch to break through them, because they all come at once. That suggests melee units, which tend to have higher base damage, along with a hero carrying three high-power swordplay-boosting items would be the way to go - although any strategy which can give you lots of units all dealing a lot of damage at once would work. The level is a harder version of The Treasure Hunt.
Simple and effective. It's a lot of fun, for a programming concept game.
Most importantly, it's not a resource hog, and runs well on my stone-age computer.
Good work!
A tip for anyone frustrated by the recipes in the shop: exiting to the main menu and then loading the save again will refresh the recipes available for sale.
I would normally call this an exploit, but in its current state it's needed for game balance.
First of all, awesome game! I've gotten up to the final boss (ascended quest) before hitting the frustration limit, due to the bank robbery dungeon chests giving me the 5D12ish Melee and Mage weapons. Of course, I am an archer. Is there some way to fix the loot from some treasure chests to avoid this kind of game-breaking dice roll?
Bug: if you get Great Heal from the Ascended Quest, then you skip Spell Dungeons from before Great Heal if you haven't already done them, and those spells are unavailable to you.
Minor bug: Numbers are still flying around at the wrong times in battle animations.
Requests: #1: explain what weak attack and heavy attack actually do.
#2: allow some more systematic way of obtaining recipes. If that means I have to buy every sword recipe before redemption is available, then so be it, but the current random repeats we see in the shop are frustrating. Even just blocking recipes you already have would do the trick.
Nice idea, but a bit fiddly. Further to this, the physics of the "magnets" just doesn't quite feel right - are you sure you're using the inverse square law correctly?.
This is a fun, unique, concept.
However, it does need some more work, to go from that to a game - what it lacks is the sense that you are doing anything or that there is a goal.
The update seems to have caused a lot of lag. Globs of ice cream are floating in the air, and kids are being killed/pushed offscreen but you don't always see the # of kids remaining go down - meaning you are left with some at the end of the level, despite there being noone left to kill.
For the most part, the text in between levels is funny and sets the game apart from others in the genre.
However, the message before one of the levels near the end (wave 14 I think) is REALLY not cool. There are some things you just can't joke about without knowing your audience, and this is one of them. So I no longer have to choose between 4 and 5 out of 5, as the rest oof the game deserves. 3/5
Nice concept, but it is crazily memory-intensive, graphically.
My page file shoots up by 1GB, and this makes the game unplayable.
I'm sad to give a good idea like this 1/5, but you just can't treat a computer like that. Redo the graphics in a more efficient way, and I'll change my rating.
Great concept, but the levels aren't that well designed.
There is a tendency to "turtle up" and build an overwhelming force of blasters, which will beat most of the levels in a very easy but very tedious manner. Instead a focus on making several quick gains one after the other would make for a better game IMO. 4/5