where to start? more souls for difficult enemies, the nose needs to hit all enemies, an anti air specific tower would be good as wizards seem to just slip through at times. save points would be nice, being a one hit sucks.
My Best run ever, Only lost cause I looked away for a second to grab a root. FUCKING WIZARD MANAGED TO GET PAST ALL OF THE EYEBALLS AND SNIPE ME. I FREAKING HATE WIZARDS!!!! ... My spiral of death... almost 2 hours... so close...
Okay one change I would like to ask about, Can we have the roots either take souls that drop on top of it even if its not near the ends or at least allow the ends transfer souls between them (Like have two ends near ech other and the souls jump roots to the other. Just so they can have more use
Hi! I really like the gameplay loop of the game, it's very fun! But I am incredibly confused with the Pirate enemy. They seem to just be immune to damage?
Here is a layout for late game to win without doing anything (I got bored and went top to die) :
I've tried several different layouts, it's the one that allows me to win waves without even moving an inch after the mid game.
- I wall off the entire map, leaving only a small entrance top left.
- At this entrance, you have a killing zone with skulls and noses. Nothing get past it, even the queens. I've also tried different strategies for this killing zone, here is the best one so far:
- Late game, I just pile more things and nothing can pass.
The only problems left are the queens summons and the wizards. For the queens summons, I have a "catching" zone of 5 spaces with 2 layers all around the center that bring back all summons in the killing zone.
And for wizards I just get a lot of eyes with the crown update. Stay in the middle, don't move, they all die.
Oh, one more thing: I don't use the mortars not because they are bad (they are good) but because they seem to accentuate a lot the lag problem late game.
Could you make it that so the harder the enemy the more souls they drop, because its quite dificult to get a game going without not having enough souls for more defense, and you should add a dash mechanic due to how many times i've got caught on the tombstones and died to the knight on the 3rd round.
I like the new version ! As usual, I can't get a really high score because it crashs at around 4K or 5K. Some comments:
Gameplay
Late game, it's still super easy to kill absolutely everything (including queens), except the wizards, with a relatively small maze of skulls + noses. So I wall off the entire game area, just leave a small entrance on one side of the map and I just have to deal with the queens summons and wizards. Everything else die in the initial maze.
For the wizards and queen summons, I just make a block of upgraded eyes around the player and again, I don't even need to move until the crash happens.
The game start is a bit challenging and you have to be carefull, but late game it's mostly a problem of lag.
The "no doors" is OK (I can understand why this option is not here anymore), but navigating late game is a bit an hassle once you have a rather big maze.
For the roots, the souls get stuck if you have a complicated maze. Having to put "entrances" to get the souls take a lot of maze space and you can't really use the spikes because of that, since they take the same space.
The new jester is fun but irrelevant as a threat. He dies too quickly as soon as you reach mid game.
Suggestions
To solve the lag issues, I suggest to raise the HP of ennemies instead of making more and more of them. That will also avoid everything dying at the first entrance. Maybe change their color to see the "level" of HP ? Or make them slightly bigger ?
For late game, what about an enemy with a "shield" that is invulnerable during some time at start ?
Allow spikes and roots to occupy the same space.
Put back doors to navigate the maze! But, to avoid cheesing, block them during waves and unblock them just between waves. That way, the player can go fetch missing souls and update some far part of his maze without hassle.
Allow the creation of "entrances" for souls on the roots themselves, for a price of course (like : you click again on a path on the roots, it create an entrance for the souls... I don't know if I'm making sense here). Even better : to make the player use his brain, make the "entrances" more and more expensive (so you have to chose carefully where to place them, at shock points).
Allow the creation of "super towers" for a super high price. If you make the HP of ennemies go higher and higher, it would be nice.
Have a research center to unblock supertowers, paid for with souls (ok, I'm pushing it here).
Hell yeah finally the update came, i already see a lot of nice stuff that has been added to the game. I will definitly get ontop of the leaderboard again, and good job guys!
Well I guess I got the ultimate high score again! It's just not in the list:
:-)
:-(
The problem still is that the performance of the game becomes terrible before the game becomes hard... This was wave 82. The end game scaling is still off...
First thoughts about the game play changes: man do I miss the high towers and doors... But I understand they had to go: they were the key to the basically "infinite" strategy that allows you to play until your computer crashes (which got me to the top spot of the leaderboard last year :-) ).
The new wizards still seem very dodgeable, though I haven't had the time to experience 50+ waves. I can imagine that without high walls, there is a point where it just ends (which is good).
I miss the doors; they added a lot of depth to the game play. However the new roots seem interesting too (more interesting than crowned colons), though not that powerful. My two favorite crown targets have been removed, now crowns seem a lot less powerful, though skulls seem a good target now.
Mechanically, the jester is just a combination between the bandit and pirate, right? It moves fast, and don't get too close. I still think it would be cool if there's a very rare enemy that can actually destroy your walls or towers.
I'll probably add more thoughts later, once I have time to reach the higher waves...
Yes, a new update for one of my favorite free games! I can already see that the game play changed quite a bit.
However it's currently a unplayable for me because of a bug (I'm currently playing the browser version): sometimes enemies stop their path finding, and just move straight up on the screen. The wave only continues when I move up to lure those stuck enemies back down. However when those enemies are pirates or bandits, they tend to kill me quickly when I get too close. Am I the only experiencing this bug?
Howdy! Yeah, its a bug I'm trying to track down, but its not triggering on any of our machines; May I know your GPU vendor, browser and operating system? Having that information might give me a clue.
I was playing on my (really) old laptop, so that's some integrated GPU, Firefox and Linux Mint (Cinnamon). The frame rate was still decent though for a browser game (close to 40). If you need more details let me know and I can look them up later.
I think it would be cool to have a button to launch the next wave. It's hard to think of a build strategy and dodge enemies at the same time. Easy 5 stars though great job !
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Is there a way to play mobil
where to start? more souls for difficult enemies, the nose needs to hit all enemies, an anti air specific tower would be good as wizards seem to just slip through at times. save points would be nice, being a one hit sucks.
Hoping back on I just gotta say.
WHO THE HECK IS HORNET AND HOW DID THEY GET 999999? WHAT THE HECK?
they SHAWED to it
hollow knight reference!!!!
I made a tool to help plan out your Grimstone runs... https://html-classic.itch.zone/html/14772968/GrimPlanner/index.html
It also lets people share their layouts with one another here: https://planet11.itch.io/grimstone-layout-planner/community
I'm not affiliated with the Grimstone team, just a huge fan of the game.
Well done.
ADDICTED AF. I think this the only game I play on itch.io
I wish this was also touch enabled. I love playing it on pc but i want to play it on phone as well.
Pretty good game, i found it fun. Should give a stronger indicator that im nearly dead though. e.g flashing or heartbeat noise
My Best run ever, Only lost cause I looked away for a second to grab a root. FUCKING WIZARD MANAGED TO GET PAST ALL OF THE EYEBALLS AND SNIPE ME. I FREAKING HATE WIZARDS!!!! ... My spiral of death... almost 2 hours... so close...
Okay one change I would like to ask about, Can we have the roots either take souls that drop on top of it even if its not near the ends or at least allow the ends transfer souls between them (Like have two ends near ech other and the souls jump roots to the other. Just so they can have more use
Hi! I really like the gameplay loop of the game, it's very fun! But I am incredibly confused with the Pirate enemy. They seem to just be immune to damage?
Here is a layout for late game to win without doing anything (I got bored and went top to die) :
I've tried several different layouts, it's the one that allows me to win waves without even moving an inch after the mid game.
- I wall off the entire map, leaving only a small entrance top left.
- At this entrance, you have a killing zone with skulls and noses. Nothing get past it, even the queens. I've also tried different strategies for this killing zone, here is the best one so far:
- Late game, I just pile more things and nothing can pass.
The only problems left are the queens summons and the wizards. For the queens summons, I have a "catching" zone of 5 spaces with 2 layers all around the center that bring back all summons in the killing zone.
And for wizards I just get a lot of eyes with the crown update. Stay in the middle, don't move, they all die.
What are your own strategies?
And yeah, I like this game :)
Oh, one more thing: I don't use the mortars not because they are bad (they are good) but because they seem to accentuate a lot the lag problem late game.
the optimal factory
Could you make it that so the harder the enemy the more souls they drop, because its quite dificult to get a game going without not having enough souls for more defense, and you should add a dash mechanic due to how many times i've got caught on the tombstones and died to the knight on the 3rd round.
This. This is what we need most of al
is there a way to download the previous versions as i prefere the other on
I like the new version ! As usual, I can't get a really high score because it crashs at around 4K or 5K. Some comments:
Gameplay
Suggestions
Keep at it, it's really nice :)
Thanks for the feedback
Giving enemies more HP to fix the lag is something we've discussed
Roots are fine the way they are right now, they have an incredibly powerful effect and need to be played around if you want to make use of them
Doors won't be coming back, but I like the idea of being able to navigate big mazes better during downtime...
We're actually working on changes to the jester to make him more interesting
b
Hell yeah finally the update came, i already see a lot of nice stuff that has been added to the game. I will definitly get ontop of the leaderboard again, and good job guys!
we love to hear that see you on there :D
Well I guess I got the ultimate high score again! It's just not in the list:
:-)
:-(
The problem still is that the performance of the game becomes terrible before the game becomes hard... This was wave 82. The end game scaling is still off...
Have you tried playing on desktop? Played locally and it works better. Though I also got to single digets frames at wave 70+
Were discussing some gameplay changes to maybe make the game last longer before it combusts
First thoughts about the game play changes: man do I miss the high towers and doors... But I understand they had to go: they were the key to the basically "infinite" strategy that allows you to play until your computer crashes (which got me to the top spot of the leaderboard last year :-) ).
The new wizards still seem very dodgeable, though I haven't had the time to experience 50+ waves. I can imagine that without high walls, there is a point where it just ends (which is good).
I miss the doors; they added a lot of depth to the game play. However the new roots seem interesting too (more interesting than crowned colons), though not that powerful. My two favorite crown targets have been removed, now crowns seem a lot less powerful, though skulls seem a good target now.
Mechanically, the jester is just a combination between the bandit and pirate, right? It moves fast, and don't get too close. I still think it would be cool if there's a very rare enemy that can actually destroy your walls or towers.
I'll probably add more thoughts later, once I have time to reach the higher waves...
Yes, a new update for one of my favorite free games! I can already see that the game play changed quite a bit.
However it's currently a unplayable for me because of a bug (I'm currently playing the browser version): sometimes enemies stop their path finding, and just move straight up on the screen. The wave only continues when I move up to lure those stuck enemies back down. However when those enemies are pirates or bandits, they tend to kill me quickly when I get too close. Am I the only experiencing this bug?
Howdy! Yeah, its a bug I'm trying to track down, but its not triggering on any of our machines; May I know your GPU vendor, browser and operating system? Having that information might give me a clue.
I was playing on my (really) old laptop, so that's some integrated GPU, Firefox and Linux Mint (Cinnamon). The frame rate was still decent though for a browser game (close to 40). If you need more details let me know and I can look them up later.
i wish there were multable upgrade choses
I think it would be cool to have a button to launch the next wave. It's hard to think of a build strategy and dodge enemies at the same time. Easy 5 stars though great job !
There is a pause button in the top right corner next to the wave UI.. :)
WHOOO HOOO NEW UPDATE!!! HELL YEAH!!!!
...
... Now.... Can we rebalence the wizards? Cause they are kicking my ass worse then when they had spells. That charging thing is ridiclously dangerous!
Oh and is it possible to add a keybind for pausing the waves? maybe like the space bar for keyboard players?
Other then that you've guys done incredibly well
The keybind thing is a good idea we can add that
As for the wizard I havent had problems with it but well see