Alpha 20.06.27 update
2020-06-27Developer Comments: I've decided that I do want to balance the game around being able to flawlessly beat each map, but it will require some strategy and planning on the players part. Right now, it's kind of easy to beat maps flawlessly, so I will need to test and improve that more. My goal isn't necessarily to make all skills equally powerful, but I do want to make them all powerful and interesting. I want the player to feel like its worth putting willpower into each of them. Some skills will require changes still. Your feedback would be greatly appreciated. What skills do you never put points into, because you feel like they are too weak/boring? Sorry for taking so long on this update. I had some personal issues come up. I will do my best to stay more regular with the updates. I still want to make this game the best it can be, I hope you will stick with me through that journey.
Read the full notes
Changelog: New features: * new baseline wind ability: stores up hits when not attacking, dealing extra hits to the next enemy it attacks Polish: * swapped the order of nightmare I and vision 8 Balance: * reduced the base tower sell amount to 70% (was 80%) * reduced wind tower base attack speed to 4 (was 7) * increased wind towers base hit charge to 127 (was 30) * increased bonus exp gained from victory, it's now even more directly tied to how challenging a map is relative to your current willpower * increased base level up cost to 400 exp (was 250) * redistributed the intensity for most maps and reorganized the order they are unlocked * significantly increased the power of most skills * decreased the power of some skills * reworked the rate that diminishing return skills diminish * the build cost skill now also affects the upgrade cost * unspent willpower now gives 2% exp per (was 1%) Bug fixes: * lucid dream modifiers will now properly be visible on the map select screen * the game now properly remembers what gamemode you were last playing on * bulk click modifiers now work 100% of the time





