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Hey, this is super cool! Are you still working on it?

Saving data on Unity WebGL is quite easy, and it should work cross-builds. Let me know if you need help.


Cheers,

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I am certainly still working on it, though I have a little less time than before. 

I have done quite a bit of research on saving data, but for some reason something simple like a PlayerPrefs value gets wiped when I push a new version. If you got any tips regarding this I'm all ears.

Glad you enjoyed the game!

Great to know! Please ping me when there's an update!!

For most of my games I'm using this system:

It works well on WebGL too ;) 

I can share the code I use on Discord if you want, I've added a bunch of things that allow to export and import saves.

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Thanks for the info! I will get back to you if I need help!

Good work! Here's some quick feedback from my first impression, but do note I didn't get to see nearly all there is:

  • A button to reset the save would be appreciated, especially for experimenting.
  • My ADHD-wrecked brain demands a speedup slider.
  • Consider increasing base health. You can absorb, on average, 10 attacks. So if 4 units arrive, your base is toast even if you kill 1 enemy per attack cycle.
  • By making units retarget when new enemies arrive, you can also protect the base a bit and make its HP a strategic resource you can reliably use rather than merely a buffer in case 1 or 2 enemies slip through.
  • Consider having fewer levels with more radical changes and instead different difficulties for each level to have the same amount of effective levels. That way progression feels more noticeable.
  • High tier units need some buffs. Having 2 units is effectively quadruple the strength to 2. HP get multiplied by more than 2 (since enemies might waste damage) and attack by a bit less than 2 (since attack drops when the first of the two is killed). Meaning 2 boars are just better than a bear, and a rat is just a cheaper boar.
  • Meteor Storm is significantly superior to the other two spells, killing 2, 3, or even 4 waves of enemies. And those who don't die are so low, they stand no chance against your units. The other 2 spells beat 1 or 2 waves with heavy support from your own units.
  • Being able to cast your spell only once per level, on top of only a limited number of enemies spawns coming at a very steady, unvaried pace gives the game less of a strategy and more of a puzzle feel.
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Thanks for the good pointers! Going to keep them in mind for the next update.