Made it to round 216! Seems 60 is the 'you win' point, though, since after 61 there don't seem to be any new enemies or changes to the wave composition.
Warning, this game is addicting. Well to me at least. I absolutely cannot get enough of this game, it's so fun and literally addicting. Each failure I try new things. It's just, so much frickin' fun!!
Most unique augments are unfortunately too weak. The starting values are all just so low that you'd get more from a random silver upgrade. I'd argue some actually become downgrades as they dillute the pool with bad upgrades that only even draw even on their investment by the time the game is over.
Accuracy has a very extreme curve of usefulness. The initial 30% greatly increase DPS, the last 30% barely do anything.
The legendary accuracy upgrade is gimmicky. The maximum you can get is 45%, and even that is just barely 1.5x a gold upgrade. And even a flat 60% wouldn't be the world due to the diminishing returns on accuracy.
The legendary attack speed upgrade is gimmicky in the other way. You deal x1.5 damage. Initially the upgrade is worth less than a gold upgrade, but with enough attack speed it's the single best upgrade by far.
Armor shred - outclassed by Assassin in 3 separate ways: doesn't increase damage for the 1st hit, requires more upgrades, and has no secondary benefit.
Blue Fire - The scaling is way off. The first few upgrades do barely anything. Going from every other to every flame doubles its damage. Before that upgrade it's literally worse than just picking damage upgrades. Should max out at every 4th or 5th flame but the damage scaling should easily be 10x.
Multicast - bad feedback, are the flames glitched into each other?
Magma puddles - initially weak, but cubic scaling. Ignores armor. Scales with size, duration, and damage.
Freeze - too low chance to be good initially but quickly becomes a monster. The slow becomes 99% with just 8 gold upgrades that also give HP. Absolutely turns you immortal in the lategame. I recommend the slow affect speed as speed / (1 + slow) and the initial chance go up a little bit. Also glitched, as some enemies in the lategame randomly do not seem to get slowed.
Vampire - Healing for free is already really good. The initial value is actually good, just simply because there is no other healing. Scales absolutely bonkers to turn you immortal. I'd absolutely tune down the scaling, and also offer more alternative healing, e.g. a slow regeneration.
Lightning, Barrage, Assasin, and Orbits look pretty good, although all of them need to have their base damage improved.
I know doing the numbers balance can be a chore so I hope this helps.
Thanks for the feedback this is actually really useful. I will try to address every point you made:
Some initial unlockable augments are indeed very weak, this is to create a sort of duality between picking that or improving the ones you already possess. This same duality also applies to the pool, since once you max out certain skills, the respective cards leave the pool.
Yes I agree that accuracy sort of becomes useless after 50%, furthermore, the enemies get bigger, rendering upgrading accuracy even more useless
I actually never thought about it that way, my objective was to make something similar to the attack speed multiplier but never sat down and made the math. I'm gonna adjust some values for sure.
I also like the atk speed prismatic as it is a way more situational card compared to the just flat out +60 atk speed.
That's true, and I've already had some discussions about this in the discord. What I'm gonna do is either cap armor pen at 50% or make it so skills like statik or orbital stop proccing assassins
I've only made blue flame max out at 0 interval because I wanted the player to be able to go all blue (its a cool effect). This build is hard to play with if you pick it as a first skill just like burst shot, but picking it at 2nd or 3rd can give you a major advantage. Regardless, in the new version of the game this was tweaked a bit and Blue Flame can be really powerful.
When multicaster is activated, a second flame will be released together with the first one, there might be a probability of those flames being spawned in the exact same place. In previous versions there was a delay of 0.4s but some browser user complained about how that bugged the whole thing.
Yes lava pools scale really well, most runs with 1000+ rounds were made with lava pool builds
In this version there is a bug on slow effects where some Slimes/Snails suddenly get a lot of speed and start sliding across the screen. This was fixed already in the most updated version. Also, the Ice effect was a tweaked a bit since I added a similar slow effect (Snow Pools)
IMO Vampire is by far the best augment in the game precisely for the reason that its the only passive way of healing. However, there already are other augments such as the Regeneration that you mentioned in the updated version
I've mentioned this "updated" version a lot throughout this comment. The reason this page doesn't have the most recent release is because it's actually just an experimental release. If you want to check it out it's for free in the discord. There are a lot of new skills and systems and you can keep a close eye on development.
Well, the game is not being developed for the web, so I'm not properly worried about fixing that specific bug. If you download the windows version that bug wont probably happen
Found a new bug where I am attacking with 100% accuracy and 155 attack speed and the hits are not registering. Dev pls fix it just ruined my perfect run
I've mentioned this before. The misses occur only on the mobs that spawn anywhere around the bottom half of the map. Enemies that spawn on the top half, hits always land. Once they go below the flame, the initial hits just don't land.
Its why I made a kinda band-aid suggestion of putting the flame in the bottom center of the screen and to not allow mobs to spawn anywhere except from the top half of the screen to avoid this bug. There is just some issue with the way the enemies spawn and path from the bottom that makes it so they avoid all attacks at a certain point. Usually most noticeable with the red worms from 40-60 but can happen at any time.
Edit: Just saying its not a build thing. Its just a pathing/speed issue with mobs when they spawn from the bottom half of the map.
I was hopeful for an update by now, but I guess not.
Biggest issue atm is still that the enemies that come from the the bottom half evade 99% of all attacks. If the bonfire was centered in the bottom it would likely fix the issue.
Even if you reach wave 100+ you can still have issues with turtles just walking at you and you being unable to hit them for 30+ seconds until they just tick you down.
For a new game its much more important to focus on bug fixes as opposed to new systems. You can patch in bug fixes and focus on new systems once its more playable.
Thanks for playing! In this version the most reported bugs are the Slow/Ice and the Fireballs not registering. Im pretty sure I’ve figured the Slow one out, and regarding your bug I’ve never had reports of that happening on turtles. Normally it was just on the red catterpillars. Im assuming that the bug is due to having to process the collisions rly quickly at a high bullet speed. The way Im working this out is by optimising the game in other areas so more processing power can be atributed to collision detection. The thing is that I was never able to replicate this bug so its a bit tricky to solve it since I cant just test it
Edit: If you are interested in the state of the development I often share updates on the discord server
I've played this quite a lot as its a really solid and enjoyable game. But there are times when I'm way past the wave 60 mark (like wave 120 and beyond) and I'll still die because I can't hit the turtles.
I'd say 75% of the time if you pass wave 60, you can go endless. But for some reason there have been times where my fireballs just spam over and over and *MAYBE* 1-10 of my hits land on them. Its only when its a few left and chain lightning doesn't bounce, and if lava pools don't last long enough for them to stand in it from other turtle deaths.
So even wave 100+ if you don't have existing lava and can't chain lightning to them, turtles can easily reach you and just tick you down. Its the same hit issue that others have mentioned regarding the red worms. Just saying it can and does happen with turtles past 60 as well.
Ah! I can tell you why that's happening, the fireballs are simply going to fast to collide with the entity (or at least that's my running theory) it fixes if you go to normal speed though, so there's that.
some other people have reported this glitch as well, but on when a big green slime got frozen and died at the same time, and then a statik hit the smaller slime, it sent the slime careening toward my fire.
i know because i saw the ice appear for a second and then i saw the lightning just pop in as a dot before it slid across the screen.
the development was pretty much paused during this last month due to my college exams. It will continue after January 15th. You can keep a closer eye on the development in our discord
Really good game <3 I wanted to report a weird glitch. My fire froze a large green slime and the slime started sliding towards me rapidly while frozen. I've played this game several times and this was the first time I saw this glitch.
Thanks for playing! Well, the development was pretty much paused during this last month because I'm in my college exam season. After 15th Jan I will pick this up again. The first version of the game with the skill tree should take less than two weeks, I hope. However, since there will be a lot of balancing issues and bugs to fix, a stable version will take a bit longer. You can always join the discord to be a part of development discussions and be updated about the game's development
It's just a matter of figuring out the optimal paths/builds. But don't worry about it too much, since I'm making a meta-upgrade system you will be able to get stronger outside of the main game loop and eventually reach higher rounds.
For now, I would say that going Burst/LavaPool, Orbital/Ice or Statik/Vamp are the most broken builds with the latter one being the easiest to pull off
This was such a fun game! I found myself wanting to try to get further than before (only got to round 23). I see you are working on some updates for the game. Can't wait to play!
I have 292+ waves with few attempts and never lost any HP since 60 wave or so. Now it can be infinite as Reesinite had, I guess. I like my violet campfire btw :)
Hey Salvador. Can you consider a "reward" each time you die that enhances the ability of the player after each death? Like maybe 1% speed increase compounded after every death.
I have good news for you! Im working on a meta progression system where you will be able to upgrade the augment cards. So, for example, your “+30 attack speed” augment could be upgraded to give +45 instead. As well as a skill tree system. You can check for more in the discord. But until january 15th the development is pretty much paused
This game looks pretty simple at first, but already has a surprising amount of depth and fun synergies. I expected to only play for a run or two, but found myself always wanting to try again. If you're looking for feedback on how to make the gameplay loop a bit more satisfying, maybe after the first run, allow the player to select a starting power, whether it's one of the already existing ones you get as every 5th upgrade, or something new. Though I suppose with the upcoming skill tree and the deer, something like that is already planned.
You're probably already aware of this, but it seems that once bullet speed gets high enough, all of my shots miss. I'm also always fast forwarding if that matters. I don't think it happens with all enemies, just little ones like snakes. I assume that 100% accuracy is also playing a factor here. It's also possible that it's something else entirely going on, but it always happens to me when I get bullet speed really high, like around 15-ish. I had a couple strong runs end with a snake that I couldn't hit attacking my fire.
Yes you are correct, each of those characters will correspond to a certain menu: -Fox: Skill Tree -Sheep: Bestiary -Deer: Starting Stats Upgrades I opted for this instead of implementing a menu with multiple tabs because I think its more interactive. Notice how the characters don't have a name yet, I'm still trying to come up with ideas for them, as well as possibly other new characters if more menus end up being necessary
Hopefully you can make sense of what I tried to do in the other reply to your same post I'm replying to now. The formatting is weird with the spacing and I couldn't fix it. Maybe something there will help. And you can see the idea I was trying out like Betsy the Bestiary Sheep... lol Silas the skillfox or Silvio, Skye, see below for them all. Starla the deer. Sta-rla Sta-ts upgrade.
Oof! That will take a while unfortunately. This is just a side project as Im a full time student. The next update will include the skill tree system and almost double the effects that we have now. It might come out on itch.io in around two months (?) maybe less with a bit of luck. Eitherway you can keep a closer eye on development in the discord
Yes it is intentional. Actually its just by pressing K. I made this just so I could reset a run quickly. In the next updates it will be an actual button on the menu
We have created a discord server in order to keep the community more tied together. If you want to have a closer look at development and/or have suggestions for enemies, augments, abilities, etc... Please join us!
Just wanted to know if you could balance some of the pink augments, because as far as I'm concerned, the blue fire and burst augments suck. Maybe change the blue fire so that it ignores armor or something (would balance the measly extra 50 damage late game) and maybe change the burst to 5 shots every 50 fireballs or keep it the same, but they have an explosive AoE when they hit the ground. (Idk maybe like the size of the lava puddle or smth.)
Just noticed that because they are essentially doodoo compared to statik and life steal.
Anyway, I'm not a game dev and am stupid and shit so this probably doesn't matter and stuff.
TL;DR: Blue fire and burst are stinky, made me sad when I looked at the lack of how helpful they are.
ahaha the game is still in need of some balancing. I will try to improve the blue flame and burst shot base effect to not have such a difficult early game. As for the blue flame late-game, I'm gonna try to buff it a bit when the meta-progression/skill tree update comes out.
I have an idea for the full release,(or updated version) maybe the flame guys facial expressions could change, like more damage = angrier face, more health = happier face, random upgrades = confused face, or maybe something like that.
Super fun game, but I just lost on wave 89 with a great setup. I lost because for almost 30 seconds straight I couldn't land a single shot on 1 mob that came from underneath me.
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Um, I don't think there's any way to leave the game without doing alt-f4, which I don't like to do since sometimes it messes with stuff.
Yes don't worry I will fix this issue in future versions
Made it to round 216! Seems 60 is the 'you win' point, though, since after 61 there don't seem to be any new enemies or changes to the wave composition.
Yes, for now the game ends at round 60 since this was a college assignment and the deadline didnt allow for me to make more enemies
Wow, for a college assignment this is quite good!
Warning, this game is addicting. Well to me at least. I absolutely cannot get enough of this game, it's so fun and literally addicting. Each failure I try new things. It's just, so much frickin' fun!!
thank you that feels great to hear! If you wanna try the experimental versions they are available on the discord :D
I'll definitely consider joining the Discord, I am absolutely in love with this game. :)
Sweet little game.
I like this, enough to give it a numbers crunch:
I know doing the numbers balance can be a chore so I hope this helps.
Thanks for the feedback this is actually really useful. I will try to address every point you made:
I've mentioned this "updated" version a lot throughout this comment. The reason this page doesn't have the most recent release is because it's actually just an experimental release. If you want to check it out it's for free in the discord. There are a lot of new skills and systems and you can keep a close eye on development.
When I tab out I die, even when I am having no trouble beating the waves and have life-steal, its very annoying when will a pause button be added?
Are you playing in the web version?
Yes, should I download it?
Well, the game is not being developed for the web, so I'm not properly worried about fixing that specific bug. If you download the windows version that bug wont probably happen
Alright, thanks.
awesome game
Things i noticed while playing the android version:
1) no settings
2) no pause/save/continue run menu
3) no sounds (music/effects/etc)
What the game needs is a cheat menu
Those features havent been implemented in any version yet but thanks for playing the game!
i am so mad, i didnt mean to but i pressed space, only reason i died
the space key isn't mapped to anything. Maybe you pressed K which kills you instantly. This is just temporary
Must have hit that then, but yeah sad days.
Woah!! :O
Found a new bug where I am attacking with 100% accuracy and 155 attack speed and the hits are not registering. Dev pls fix it just ruined my perfect run
Ye I know I'm still not sure what causes this. What did you build? Knowing that might help me understand the bug a bit better.
Either way in a couple of days I will deploy an experimental version on the discord with the new stuff, hopefully that's fixed there
I had max attack speed max accuracy and a crap ton of damage with the rotating orbs
I've mentioned this before. The misses occur only on the mobs that spawn anywhere around the bottom half of the map. Enemies that spawn on the top half, hits always land. Once they go below the flame, the initial hits just don't land.
Its why I made a kinda band-aid suggestion of putting the flame in the bottom center of the screen and to not allow mobs to spawn anywhere except from the top half of the screen to avoid this bug. There is just some issue with the way the enemies spawn and path from the bottom that makes it so they avoid all attacks at a certain point. Usually most noticeable with the red worms from 40-60 but can happen at any time.
Edit: Just saying its not a build thing. Its just a pathing/speed issue with mobs when they spawn from the bottom half of the map.
It misses all the time with more projectile speed while sped up
Hey I have good news for you, this problem has already been solved and there's a version on the discord right now without it.
Uhdidnt the dog5 say smth about that
This was already fixed in v1.2 so no worries
I was hopeful for an update by now, but I guess not.
Biggest issue atm is still that the enemies that come from the the bottom half evade 99% of all attacks. If the bonfire was centered in the bottom it would likely fix the issue.
Even if you reach wave 100+ you can still have issues with turtles just walking at you and you being unable to hit them for 30+ seconds until they just tick you down.
For a new game its much more important to focus on bug fixes as opposed to new systems. You can patch in bug fixes and focus on new systems once its more playable.
Thanks for playing! In this version the most reported bugs are the Slow/Ice and the Fireballs not registering. Im pretty sure I’ve figured the Slow one out, and regarding your bug I’ve never had reports of that happening on turtles. Normally it was just on the red catterpillars. Im assuming that the bug is due to having to process the collisions rly quickly at a high bullet speed. The way Im working this out is by optimising the game in other areas so more processing power can be atributed to collision detection. The thing is that I was never able to replicate this bug so its a bit tricky to solve it since I cant just test it
Edit: If you are interested in the state of the development I often share updates on the discord server
I've played this quite a lot as its a really solid and enjoyable game. But there are times when I'm way past the wave 60 mark (like wave 120 and beyond) and I'll still die because I can't hit the turtles.
I'd say 75% of the time if you pass wave 60, you can go endless. But for some reason there have been times where my fireballs just spam over and over and *MAYBE* 1-10 of my hits land on them. Its only when its a few left and chain lightning doesn't bounce, and if lava pools don't last long enough for them to stand in it from other turtle deaths.
So even wave 100+ if you don't have existing lava and can't chain lightning to them, turtles can easily reach you and just tick you down. Its the same hit issue that others have mentioned regarding the red worms. Just saying it can and does happen with turtles past 60 as well.
Ah! I can tell you why that's happening, the fireballs are simply going to fast to collide with the entity (or at least that's my running theory) it fixes if you go to normal speed though, so there's that.
some other people have reported this glitch as well, but on when a big green slime got frozen and died at the same time, and then a statik hit the smaller slime, it sent the slime careening toward my fire.
i know because i saw the ice appear for a second and then i saw the lightning just pop in as a dot before it slid across the screen.
Yes this is a bug in this version. Im pretty certain that I figured it out and it should be ok once I update the game
i rolled 3 random gold and got 3 silver
Got to wave like 180, could've go forever
oof wave 81
you should make it to where the rarity of cards so they can be mixed so that when you reroll you have a chance for a higher tier card
wave 41
bro wtf why does my attacks just not do damage 10 hits in a row
this is a common bug right now, I will try to take care of it in the next update
will this update soon
the development was pretty much paused during this last month due to my college exams. It will continue after January 15th. You can keep a closer eye on the development in our discord
having max accuarcy is heaven
Real
Really good game <3 I wanted to report a weird glitch. My fire froze a large green slime and the slime started sliding towards me rapidly while frozen. I've played this game several times and this was the first time I saw this glitch.
Thanks for playing! I've had some other reports for that glitch. Besides the ice, what were you building? I'm trying to understand the bug better
honestly had a bunch of abilities going on, grabbing them when I could. I don't entirely remember the build I did.
this game is perfect man, When do u think ull be done w the update i just cant wait
Thanks for playing! Well, the development was pretty much paused during this last month because I'm in my college exam season. After 15th Jan I will pick this up again. The first version of the game with the skill tree should take less than two weeks, I hope. However, since there will be a lot of balancing issues and bugs to fix, a stable version will take a bit longer. You can always join the discord to be a part of development discussions and be updated about the game's development
This is a nice game, but it's really hard (or maybe I'm just a noob)
It's just a matter of figuring out the optimal paths/builds. But don't worry about it too much, since I'm making a meta-upgrade system you will be able to get stronger outside of the main game loop and eventually reach higher rounds.
For now, I would say that going Burst/LavaPool, Orbital/Ice or Statik/Vamp are the most broken builds with the latter one being the easiest to pull off
Thank you very much, I'm eagerly waiting for the next update, take care Salvador and Happy New Year.
This was such a fun game! I found myself wanting to try to get further than before (only got to round 23). I see you are working on some updates for the game. Can't wait to play!
Thanks liking the game and for making a video about it!
I have 292+ waves with few attempts and never lost any HP since 60 wave or so. Now it can be infinite as Reesinite had, I guess. I like my violet campfire btw :)
I just have to turn my PC off for today :D
I'm glad you have discovered that "easter egg" :)
Hey Salvador. Can you consider a "reward" each time you die that enhances the ability of the player after each death? Like maybe 1% speed increase compounded after every death.
I have good news for you! Im working on a meta progression system where you will be able to upgrade the augment cards. So, for example, your “+30 attack speed” augment could be upgraded to give +45 instead. As well as a skill tree system. You can check for more in the discord. But until january 15th the development is pretty much paused
Nice! Thanks for the fun game!
Wow, I never got that far. Respect
12,000 rounds 2 days
and one angry tech teacher
I dont even know what to say 😭😭
A congrats would be nice Lol, but i do enjoy the game
Congrats! Its so funny that all I can see in the background is lava pools
was thinking about leaving it for a couple weeks but the tech teacher said no soooooo. thats prob the highest round for a long time
UNBEATABLE FLAME POWER!
This game looks pretty simple at first, but already has a surprising amount of depth and fun synergies. I expected to only play for a run or two, but found myself always wanting to try again. If you're looking for feedback on how to make the gameplay loop a bit more satisfying, maybe after the first run, allow the player to select a starting power, whether it's one of the already existing ones you get as every 5th upgrade, or something new. Though I suppose with the upcoming skill tree and the deer, something like that is already planned.
You're probably already aware of this, but it seems that once bullet speed gets high enough, all of my shots miss. I'm also always fast forwarding if that matters. I don't think it happens with all enemies, just little ones like snakes. I assume that 100% accuracy is also playing a factor here. It's also possible that it's something else entirely going on, but it always happens to me when I get bullet speed really high, like around 15-ish. I had a couple strong runs end with a snake that I couldn't hit attacking my fire.
Got to run 90, game's pretty fun, there seems to be a bug where for some reason it's harder when you speed up.
That's pretty cool. If I'm not reading too far into the sneak peak. Looks like you've made a group of people enjoying the fire = the upgrades menu
Yes you are correct, each of those characters will correspond to a certain menu:
-Fox: Skill Tree
-Sheep: Bestiary
-Deer: Starting Stats Upgrades
I opted for this instead of implementing a menu with multiple tabs because I think its more interactive.
Notice how the characters don't have a name yet, I'm still trying to come up with ideas for them, as well as possibly other new characters if more menus end up being necessary
User
Give me male names that start with sil.
ChatGPT
Sure, here are some male names that start with "Sil":
Silas
Silvio
Silvan
Silvester
User
How about that start with ski
ChatGPT
Certainly! Here are a few male names that start with "Ski":
Skye
Skinner (more of a surname but could work as a first name)
Skipper (similarly, often used as a nickname or a surname)
User
Girl names that start with sta?
ChatGPT
Absolutely, here are some girl names that start with "Sta":
Stacy
Starla
Stacia
Star
Stana
Hopefully you can make sense of what I tried to do in the other reply to your same post I'm replying to now. The formatting is weird with the spacing and I couldn't fix it. Maybe something there will help. And you can see the idea I was trying out like Betsy the Bestiary Sheep... lol Silas the skillfox or Silvio, Skye, see below for them all. Starla the deer. Sta-rla Sta-ts upgrade.
Betsy is actually a cool name ngl. But having two characters with an S starting name seems a bit odd. I liked Starla and Stana as well
ember, snowy, big john
When will the update be released approximately?
Oof! That will take a while unfortunately. This is just a side project as Im a full time student. The next update will include the skill tree system and almost double the effects that we have now. It might come out on itch.io in around two months (?) maybe less with a bit of luck. Eitherway you can keep a closer eye on development in the discord
Thanks
Very fun! So far my best is round 40, but i'll def beat that knowing which augments to not take.
Random side note: pressing j and k at the same time instantly kills you. No idea if this is intentional but i found it by accident.
Yes it is intentional. Actually its just by pressing K. I made this just so I could reset a run quickly. In the next updates it will be an actual button on the menu
now i am become mortar monkey
the destroyer of wise tree forest
Interesting idea!
I had the settings screen up when my game ended and got stuck on the game over screen.
When the turtles came I started to wonder if maybe I was the bad guy.
Yes if you die with the menu tab open that bug happens. Its not a hard to solve and I will fix it once the next version deploys.
Admittedly, the only thing hard about the turtles is seeing them die :(
For the new and returning people
We have created a discord server in order to keep the community more tied together. If you want to have a closer look at development and/or have suggestions for enemies, augments, abilities, etc... Please join us!
https://discord.gg/nvmJcgpHEq
(Nothing to do with the discord BTW)
Just wanted to know if you could balance some of the pink augments, because as far as I'm concerned, the blue fire and burst augments suck. Maybe change the blue fire so that it ignores armor or something (would balance the measly extra 50 damage late game) and maybe change the burst to 5 shots every 50 fireballs or keep it the same, but they have an explosive AoE when they hit the ground. (Idk maybe like the size of the lava puddle or smth.)
Just noticed that because they are essentially doodoo compared to statik and life steal.
Anyway, I'm not a game dev and am stupid and shit so this probably doesn't matter and stuff.
TL;DR: Blue fire and burst are stinky, made me sad when I looked at the lack of how helpful they are.
ahaha the game is still in need of some balancing. I will try to improve the blue flame and burst shot base effect to not have such a difficult early game. As for the blue flame late-game, I'm gonna try to buff it a bit when the meta-progression/skill tree update comes out.
My new best
could you add a pause button? whenever i go out of focus i lose
I guess I can add one in the next update
I have an idea for the full release,(or updated version) maybe the flame guys facial expressions could change, like more damage = angrier face, more health = happier face, random upgrades = confused face, or maybe something like that.
Super fun game, but I just lost on wave 89 with a great setup. I lost because for almost 30 seconds straight I couldn't land a single shot on 1 mob that came from underneath me.
This is kinda....hot ngl... ;) (haha get it? ha....)