v0.1.8 - I will build my castle with the stones thrown at me.
Enemy pathfinding - they will no longer get stuck behind trees and other small obstacles, and will instead go around
New Defensive structure - Wall. Has 10 hp but cannot attack. Enemies may attempt to go around it, but will break through when they are in crowds. Walls will also block arrows.
Tweaked spawn rates
Rebalanced defender stats and costs
HP bars on all defenders
v0.1.7 - Tower Power!
Updates today:
Added new upgrade cards that give elemental attacks to Guardians. They start with 1 standard arrow and an upgrade will add a special arrow to their quiver, so one upgrade will be every other attack, a second will be an effect on 2/3, and so on. Only one per element is available, but their effects are affected by the normal Boost upgrades that the player can purchase.
Added a health bar to the player
Ice and acid duration reduced
Performance improvements
v0.1.6 - These go to 11
Balancing games is hard, and my tendency is toward games that start slow and gradually increase in pace, which is what I'd been working towards with the last few patches. Following some playtesting and feedback from amazing youtubers like Chef Beyers, I've realized that while that pace might be great for balance, it's not nearly as fun as just going full-force into a murder machine.
In that spirit, I've cranked everything to 11 in this build to see what happens! Might as well try these things now while it's all new, right?
Major Changes
Default shoot speed increase
Special arrow boosts (like multi-arrow and fire damage) increase with each level, so level 1 is +1, level 2 is +2, etc. This gets very silly very fast!
Fire now spreads without direct contact, so it can jump to nearby enemies not touching
Spawn speed and size has been increased significantly
Activating the portal now kills all enemies and drops loot instead of just disappearing them
Default health is now 20 (was 10)
Healing cards can now increase health beyond the max
Effects can now replace other effects instead of being ignored, so for example striking a frozen enemy will a fire arrow will now catch them on fire
Enemies are greater in number but mostly have reduced health
Reduced the "get to the portal" time delay
Let me know what you think! We can always dial things back again, but for now I'm really enjoying the hectic nature of this build and the feeling of power from the upgrades!