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I like this! It's cute. I know it's not finished, but at least considering its state right now (A menu that simply says "play" and an incomplex wave survival with 17 enemies), getting your desired build can be difficult. I feel like maybe for each 5th round, a 4th card is offered so that you're more likely to get the option you'd like.

In my case specifically, I am trying very hard to get an orbital build going, but the game doesn't wanna offer it up. That + the fact that bullet speed is worthless to most other builds means I'm under-powered and gambling on my survival until I can get an orbital card or I'm sacrificing cards to empower less important parts of my kit.

The nature of the upgrade system working through random cards tells me chance is part of the experience, but it can be annoying to have your playthrough dictated by the deck. It can be hard to add anything with how ability specific cards can clog up your options (STOP OFFERING ME BLOOD MAGE CARDS, I'M HOLDING UP FINE THANK YOU)

It's an interesting game. I believe that some music would add to the experience, and the starting inaccuracy is a bit harsh.

bro i died on round 0

Loved this game keep up the good work brother

got to like round 250 or something in the experimental version, then the game crashed with this error:

also, for anyone else who might want this: the dev mentioned in a comment further below that pressing K does this, i just tested it out and it works both here and in the experimental version. also to the dev i suggest you mention this in the description.

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You mean pressing "K" to end the run? It is just a temporary solution, in v1.3 there will be a proper button to go back to the campsite

yeah, that. i was suggesting mentioning it since probably adding that to the description is quicker than adding a button, so people who play in the meantime before 1.3 could make use of it.

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Most people that play the experimental version will probably know that by reading the discord. But I added your suggestion regardless :D

cool, thanks!

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good game but i im confused becouse i dont know what im buying ... i cannot find explanation what each ability is doing what is multishot or blueshot and how this is working? how i supose to choose i have explanation after i buy , great.

im poppin off

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Tips for Beating the Game

I’ve discovered a strategy for beating the game. Consider this a spoiler if you prefer to figure it out on your own. Note that this strategy applies to the experimental version, not the current web version.

  1. Focus on Exponential Items: The key lies in the exponential items within the game. By doing so, you can increase your damage and defense at a much faster rate than your opponents can overcome.
  2. Max Out Specific Trees mostly related to speed:
    • Base Tree: Accuracy and Attack Speed.
    • Sub Trees: Burst Shot, Multiecaster, and Assassin.
  3. Exponential Items: Concentrate on items like Blue Flame and Critical Strike, they stack upon each other. I like Blue Flame as you can max it to every shot and you get more damage for it then the base damage card.
  4. The Blood Mage: It is an exponential heal based on your damage and even with very little put into it will heal you more than your max health per hit. Combine this with a bit of armor, and the difference becomes laughable. In my example below they do 21 damage per hit and I heal for over 50k per hit far more than I have in total health. 
  5. Critical Strike: Critical strike chance is capped at 80%. When executed correctly, 80% of your hits will always result in instant kills.
  6. Gambling: Lastly, I recommend gambling. If you’ve restricted your open trees to exclude useless items, statistically, you’ll receive something that can only benefit you. Keep in mind that Ember Generation is the only dud in the card pool if done correctly. 

Suggestions. 

  1. Retaining Embers in Endless Mode:
    • It’s a great idea to allow players to exit endless mode while retaining the embers they’ve earned. This would provide more flexibility and prevent players from feeling stuck or bored once endless mode starts.
  2. Variety in Mobs:
    • After completing the main game and transitioning to endless mode, maintaining variety in enemy mobs would be nice having the same predictable one is boring.
  3. Exponential Enemy Bonuses:
    • To maintain challenge as players progress, introducing exponential bonuses for enemies once in endless mode.
  4. Auto Card Selection or Limited Upgrades once in Endless mode:
    • An auto card select option or a mode where players cannot acquire additional cards after a entering Endless could be interesting.

Thanks for making a fun game.

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Hey thank you for playing the game, I'm assuming that if you played the experimental version then you are already on our Discord server.

About your suggestions:

1. To quit a run you can use the "K" key for now and in version 1.3 there will be a proper button.

2. v1.3 will have a lot of new enemies (v1.2 - 8 enemies, v.1.3 - ~40 enemies) to give variety to the game. After round 60, I intend to cycle the enemies again with exponentially increasing stats.

3. Purple turtles were supposed to drop embers as well but I forgot to add that feature. 

uhm

good job buddy

Dangit... just died on 234... then I see this.

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can you update this one plz plz plz plz

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Hey, have you tried the experimental versions on discord? There's a big update there with tons of new abilities

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I don't have a discord account because my parents don't allow me to have one and I can't download because I'm in a Mac book

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don't worry I have a solution for u

https://salvadorpalma.itch.io/wildfire-experimental-version

The password is "wildfire"


this is a web experimental version, the problem is that the memory relies on the browser cache, so if it ever gets cleared your progress will as well

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That's actually really wholesome 

will this update soon

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We have experimental versions on Discord (v1.2.4) and I'm currently working on v1.3 which should come out in a few more weeks. You can keep track of how the game's going in the discord as well, I post regular videos and screenshots of the game's development (except right now because college is a bit tight)

hey, i think i got all cappable upgrades capped. could you make me a list of which upgrades are not cappable?

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This version is about 4/5 months old, so Im not even sure what upgrades there are on this one. Right now I'm working on reworking the UI so I can include the caps there

I just came back to check on any updates I missed. Excited to hear you're still working on this.

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If you haven't already, you should check out the discord. You'd be surprised by how much the game changed

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Just my luck, I lost on round one.

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But then you tried again right? Right? (insert Anakin meme here) What's your best so far?

Not far, round 15 I think? It was a while ago that I played lol sorry. I missed maybe 2/3 of my shots the whole time I played, and still missed 2/5 even after getting as many accuracy upgrades as I could.

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

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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.

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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!!

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thank you that feels great to hear! If you wanna try the experimental versions they are available on the discord :D

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I'll definitely consider joining the Discord, I am absolutely in love with this game. :)

(+2)

Sweet little game.

I like this, enough to give it a numbers crunch:

  • 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.

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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

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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

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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 

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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

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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. 

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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

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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

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this is a common bug right now, I will try to take care of it in the next update

(+2)

will this update soon

(+1)

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

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having max accuarcy is heaven

Real

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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

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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

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This is a nice game, but it's really hard (or maybe I'm just a noob)

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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.

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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! 

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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 :)

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I just have to turn my PC off for today :D

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I'm glad you have discovered that "easter egg" :)

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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.

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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

(+2)

12,000 rounds 2 days 

and one angry tech teacher 

(+2)

I dont even know what to say 😭😭

(+1)

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!

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