To buy creature build a complete area filling matching room below creature on the space reserved below them. NOTE: whole area needs to be filled. You can buy upgrades for creatures by building above the example unit, only purchable after you have the unit. After buying unit, place a guard room on the spot you want the creature-tower to be.
Some things to note:
Be careful when placing towers, do not block road completely for the units.
There is anti-cheat route for blocking. Also there is no way to sell units.
Also be careful not using wrong room to purchase units/upgrades. If you do, you have to sell the room and half of the gold is lost.
But you need to polish up a lot to make it fun to play in my opinion.
It's very confusing to how this works and if it works to be honest.. Your information is very criptic and when you place your first tower you're basically fucked if you don't know how it works.
-I have no clue if the upgrades work (why don't the creatures level up for instance?)
-Where to place a lair or hatchery
-You have to go all over the map to build something and while doing that the enemies can walk over you maze instead of through it
I tried to make it as understandable as possible. There are (spell) books in front of the units that explain the costs. There are these "explanation" spaces, where player cannot build or do anything, just see in front of all the buy areas, with arrow pointing which room you need to use to purchase unit/upgrade.
I have couple of ideas how to improve things, I'll add them in next version.
I said this on the previous map too, but it is hard to see the spaces between the rock. There is the rock floor slabs you can use that improve visuals and are functionally the same.
I've added some colors to distinguish different purchases and added effects when upgrades are purchased. Also changed the tileset to be winter (I tested all of the default tilesets and found this one to be best to see the "purchase" areas.)
Also made map somewhat harder, balanced the levels and buffed horned reaper, dragon and mistress. Also gave extra gold to player on the last level.
An easy way to stop the player from blocking off permanently, is to make a route at the back, where heroes can go down, then around the map, then kill the heart from the north. They would only take this path if they cannot go directly north.
> [!NOTE]
> Highlights information that users should take into account, even when skimming.
> [!TIP]
> Optional information to help a user be more successful.
> [!IMPORTANT]
> Crucial information necessary for users to succeed.
> [!WARNING]
> Critical content demanding immediate user attention due to potential risks.
> [!CAUTION]
> Negative potential consequences of an action.
This will become:
Note
Useful information that users should know, even when skimming content.
Tip
Helpful advice for doing things better or more easily.
Important
Key information users need to know to achieve their goal.
Warning
Urgent info that needs immediate user attention to avoid problems.
Caution
Advises about risks or negative outcomes of certain actions.
Kuddos for trying to make this!
But you need to polish up a lot to make it fun to play in my opinion.
It's very confusing to how this works and if it works to be honest.. Your information is very criptic and when you place your first tower you're basically fucked if you don't know how it works.
-I have no clue if the upgrades work (why don't the creatures level up for instance?)
-Where to place a lair or hatchery
-You have to go all over the map to build something and while doing that the enemies can walk over you maze instead of through it
Thanks for feedback.
I tried to make it as understandable as possible. There are (spell) books in front of the units that explain the costs. There are these "explanation" spaces, where player cannot build or do anything, just see in front of all the buy areas, with arrow pointing which room you need to use to purchase unit/upgrade.
I have couple of ideas how to improve things, I'll add them in next version.
I said this on the previous map too, but it is hard to see the spaces between the rock. There is the rock floor slabs you can use that improve visuals and are functionally the same.
I've added some colors to distinguish different purchases and added effects when upgrades are purchased. Also changed the tileset to be winter (I tested all of the default tilesets and found this one to be best to see the "purchase" areas.)
Also made map somewhat harder, balanced the levels and buffed horned reaper, dragon and mistress. Also gave extra gold to player on the last level.
An easy way to stop the player from blocking off permanently, is to make a route at the back, where heroes can go down, then around the map, then kill the heart from the north. They would only take this path if they cannot go directly north.
ah, great idea! Did this on the newest version. Thanks!