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(+1)

This game is pretty good for what it is, however I think you need to implement some sort of reward penalty when playing on the lower level

at level 2, I could get about 2k energy, but if I replay level 1, I gain about 15K energy, and its not like energy is gained quicker in level 2

Thank you for your affirmation and feedback :)

In the previous version, there was a similar design (e.g., In level 2, the energy collection rate is twice as in level 1), but we removed it after updating the castle's energy collection rate upgrade. We'll try for better balance in future designs,  perhaps by limiting the maximum energy in each level.

Feel free to share any other thoughts or suggestions you may have.
Thank you very much!

(+2)

Nice concept and execution overall, but the manual parts during battles are tedious and not interesting. I'd rather select a loadout before the battle, not choose upgrade paths for the towers during the battle. Having to aim during level 4 is a dealbreaker for me. Especially since you have 4 towers and can only aim one at a time.

The better way to design Level 4 to incentivize aiming, is to let the towers auto-aim the adds, and if you want you can choose to manually aim the boss. You naturally gain a benefit from micro-ing your single-target tower on the boss, and maybe the single-target tower can have good anti-boss abilities. 

(+1)

Thank you very much for your feedback :)

We appreciate your affirmation, and we are especially grateful for your insights. Regarding the manual shooting mechanism, it indeed needs improvement. In the future, we will consider this experience when designing. As for the fourth level, our perspective aligns with yours, and we plan to prioritize attacking minions, allowing players to manually target the Boss.

All the valuable feedback on other aspects provides us with a great learning experience!

If you have any thoughts or feel there are other problems, please let us know. We hope this game brings you a bit of joy:) 

We are truly appreciative of your feedback!

(+1)

I eagerly await the next edition of the game :) I think with some of the tedious parts removed, grinding through the levels is very satisfying.

Thank you for your response. We've completed some simple updates, including castle upgrades and addressing the issue with auto-aiming locking onto the Boss in the final level.

However, improving the problem with manual aiming requires more time, and we've tried some adjustments that don't feel perfect. :( We are considering exploring other types of games. After completing the next project, it might allow us more time to think about better solutions.

It's our honor to bring joy to you :)

(+1)

needs some upgrades to make the castle stronger

Thank you very much for your comment~

This is a great development direction, and we will try to include it in the next version. We may add features like increasing health, repair speed, possibly boosting energy accumulation, enhancing shields, armor, and more. If you have other upgrade suggestions for strengthening the castle, please let us know.

If you have any thoughts or feel there are other problems, please let us know too. We hope this game brings you a bit of joy:) 

We are truly appreciative of your feedback!

(+2)

I've stuck on the 4th level. Castle refuses to fire at anything except dark eye :(

Thank you very much for your comment! 

In the fourth level, we tried to have players use manual aiming, but it seems to have caused trouble :( We will try to address this issue.

If you have any thoughts or feel there are other problems, please let us know. We hope this game brings you a bit of joy:) 

We are truly appreciative of your feedback!

(+1)

IMHO, if you want to encourage use of manual aiming, you need to do it earlier so that players could get accustomed to it by the final level. Because at current pace it's basically equivalent to introducing new mechanic at the end of the game. IDK how it should be implemented... One idea I have is add one more level, make weapons unlockable by progressing to the next level and make every level not beatable without manual aim. Or just disable autoaim entirely...

There also were moments when i tried to click tower upgrade and instead (missing mouse position by few pixels) was switching tower to manual aim.

Thank you for your feedback :)

Indeed, there is significant room for improvement in the design of manual aiming, both in terms of mechanics and UI design. We will take this experience into account.

The directions you suggested are also worth considering!


Feel free to share any other thoughts or suggestions you have. Thank you very much~