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Hello, your discord link doesn't work.

I would love to get in touch :) If you can contact me at johann[at]goblinzstudio.com?

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The discord link should be working. I had some permission settings that were too aggressive and didn't allow reading messages, this should be fixed now, thx for letting me know :)
feel free to contact me under 

stackrificethegame@gmail.com
or pm me in discord

It was a pretty fun combination of Doodle God and Tower Defense.

However: - And i feel pretty strongly about this - The Defense aspect of the game loop is super underwhelming in comparison to the stacking and exploring recipes.
i don't feel in control and I feel limited by the places where i can place my creatures. Also there is no real tension in whether I'm going to pass the round or not. Either I get recked and it snowballs into everything getting recked, or i just easily swipe the whole wave off the board in full speed fast forward.

also i think its a bit of a missed oportunity that you need to click the thing that you want to craft. as the came is called STACKrifice, it would be super neat if instead of clicking that button ontop of the stack instead i drag the whole stack i want to craft onto the pentagram and it gets sacrificed and i reciefe the new thing. also for animals and so forth i just drag the animal onto the pentagram and it would automatically sacrifice it... just an idea :P

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Thank you for the detailed response!

I actually agree with your feedback! Hopefully i can make the player feel more in control of the combat and give more meaningful choices throughout the game. The items as they stand mainly differ in stats and not functionality. I am planning to change this, i just need to decide on how 😉

The sacrifice as craft thematically sounds interesting, but also annoying if you have to move the cards to the other side of the screen for every "craft" :/

A few ideas I have;

  • more unique effects on the items
  • card packs that you draft instead of just spamming lands
  • building cards
  • relics like in slaythespire
  • hero placement anti-/synergies like in tft
  • maybe something like spell or potion cards that can be used during gameplay
  • telegraphing enemy behavior (i.e. showing enemies you will be up against)

Is there anything in particular that you would like to see in a demo/full release?

Cool to see a fresh take on the Stacklands formula!

Thanks!

Fun game! Very polished, there were no bugs as far as I could tell. I died on my first run on wave 2, but maybe it was just bad play.
It is fun to figure out the crafting recipes and discover the new items and places. Some ideas and suggestions:

- Maybe the items from "T2" places could benefit from crafting recipes as well?

- I think the game would definitely benefit from a highscore / leaderboard system. Like keep scaling the monsters higher and higher, and have a leaderboard of players and their setups, see who can last the longest. Would cater to people who like optimizing the builds. I was for example wondering if I should craft lots of boats to benefit from the knockback, but then I already won the game once I discovered all the recipes. So for now it seems like your build does not really matter too much, as long as you give your guys the right attribute items.

- I like sacrificing stuff

- Maybe the placement of your heros could be more dynamic? Instead of just two rows? Not sure - it becomes a lot like a classic tower defense game.

This was fun!  I really enjoyed it.  I did feel like it hurt to have to replace a place I discovered with a new one.  It was also the last turn, so I didn't get to see what it did.

The sacrifice animal thing was fun.  I didn't expect to get anythng, so that was fun.

I'm also not sure human made any sense.  Ranged was so much more effective.  The tiki and wyvern's were super effective.

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Thx for the Feedback!

The land replacement was a bug, I fixed it now :)
(there are 2 slots below for additional lands)

The Human was the first Hero and I guess scopecreep came in hard, will definitely adjust the balancing more to give better insentive choosing him over other creatures.

There are 2 spots for additional lands, but I was able to develop 3 during the game.  The only way I would be able to see that third land would be replacement or an extra slot.  Replacement isn't a bad mechanism, but it would be cool to get the land back.  It would stink to have developed the land and not be able to play it.  

Ah, then I misunderstood. Yes, I need to work on that :)