Devlog #10: The great nerfing


Greetings everyone!
This update have been mostly tweaks from the previous version. The buttons were updated to prettier sprites, background now plays an infinite random sequence of actions instead of that little scripted... Uhm, duel? Anyways, the music has also been set up in a way it won't keep endlessly restarting each time you come back to the menu.

Now, for the nerfing: we did a playtesting day, and realized how overwhelming a carefully airlifted endless wave of golems was. No, really. Toss' em into a giant fire, try rushing their orb, anything. They were just ruthless and relentless, crushing our feeble wizard's hopes and dreams with their powerful blows.

Okay, I might have exaggerated a little bit, but they got their health reduced to 6. This way, we expect them to be powerful enough to be a valid choice, but not so durable that they could shrug off fires and bolts cast at them. We have reduced the wall's durability as well, tuning it down to just 8 points of sustainable damage, as we are trying to make the center of the fortress less of an afterthought during skirmishes. 

As a final remark, have you ever wondered why 90 seconds' turns lasted so long when compared to 60 seconds ones? Well, turns out, we made a little itsy tiny mistake, and the counter would restart when only 30 seconds were left in the turn, making it actually unlimited. We've fixed it now, so you won't feel like a flash strategist once again.

Lets see if the debuffs won't make the game literally unplayable, 0/6

Still learning how to spell,
Lag the Likeable Lizard
HexCasters Dev Team

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