1.6.2021 (Major class balancing/reworks)
This update intends to balance out the three classes a bit more.
Minions:
In the current game state, Minions are by far the best class. They are spammable, (low cooldown), cheap, and overall extremely cost-efficient. They are incredibly fast compared to the other two units in-game. Lowering the attack knockback and movement speed makes it harder for the minions to create a push. Paired with the cooldown increase, this should make minion spam pushes less efficient. Lastly, due to the speed of the minion and the fact that their attack is "on collision", they had incredibly high dps. To lower this dps, we had to decrease their damage slightly.
Minions speed: 60-->50
Minion attack knockback: 2.7-->2.4
Minion summon cooldown:0.5-->0.9
Minion attack damage 25-->20
Mages:
Mages are very squishy and were simply not worth the $100. Since they push forward while they attack, this meant they would walk into death. Stopping them while moving should greatly boost their survivability and therefore make them more cost efficient. However, with this, the attack speed had to be toned down because a single mage was able to solo kill a golem with the constant attacks and knockback.
Mages now stop moving while shooting
Mage attack speed 1.0-->2.0
Attack knockback 800-->650
Mage speed: 35-->42
Bullets will not be behind people. They will appear in the front.
Golems:
At this moment in the game, golems are just not worth the cost. It's difficult to balance them out without either making them too spammable (by lowering placement cooldown), making them too cheap (which also allows for spammable specifically in the early game), or making them impossible to kill. To make them a bit more useful, an "explosion" effect was added which damages all nearby enemies (in other rows too!) . Golems are great at slowing down pushes and we wanted to make this aspect a bit more powerful. This should overall make golems better at preventing spam tactics. In addition, the golem was far too slow compared to others. While it's the main purpose is for holding off large crowds, the initial (intended) purpose was to act as a front liner for a push. However, the golem's relatively slow speed did not enable him to do this and it ended up becoming a backline in fights. This should help him front line for a bit longer as well as be able to combat mages more efficiently.
New: Golems now explode upon death, dealing 25 damage to enemies within 64 pixels of their death.
Damage Cooldown: 0.75s-->0.8s.
Health: 175-->150
Golem speed: 20 -->24
General updates:
Background color updated in main game!
Both teams have 5 health instead of 4. This should make it feel less punishing for letting one unit pass by.
Files
KJRGB "Card Game"
Sorta like clash royale :)
Status | Prototype |
Author | Pixelfish123 |
More posts
- 1.21.2021Jan 22, 2021
- 1.13.21Jan 21, 2021
- 1.9.2021 (Major Bugfix!)Jan 14, 2021
- 1.7.2021 (This one is really big...)Jan 08, 2021
- 1.5.2021Jan 05, 2021
- 1.4.2021Jan 05, 2021
Leave a comment
Log in with itch.io to leave a comment.