
NecroBlood
This game is from ldjam.com, which is currently unavailable.
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Lore
You are a Necromancer that is constantly raided by "Heroes", luckly, you know how to call the dead to protect yourself, but it has a cost, every ritual made for summoning a creature needs a blood sacrifice.Download or play it on your browser
If you download the game, you will download the outdated versionhttps://littlevalhalla.itch.io/necroblood
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How it works
Necromancer's Blood
The same HP that commands when you lose is the currency for buying minions.Characters
Minions
#### ZombieYou need to have a grave on the floor, when it hits someone that is about to die, this someone have 50% of chances of becoming a zombie. Zombies lose HP over time.
Attack type: Surrounding area.
Swarm Debuff: Yes
#### Vampire
Fast, but fragile. A Vampire can regen his HP by attacking, doing it will regen a little bit of the necromancer's Blood.
Attack type: Single
Swarm Debuff: No (Single Target)
#### Skeleton
Slow, Weak and fragile. But cheap! When a Skeleton is not engaged in a battle, it returns to his spawnpoint.
Attack Type: Surrounding area.
Swarm Debuff: Yes
Heroes
#### ThiefFast and it can get closer to his target before being detected.
Attack Type: Surrounding area.
Swarm Debuff: Yes
#### Warrior
Strong, Though and ignores SwarmDebuff. He is a nightmare. (And yes, it will get a little nerfed in the future)
Attack Type: Surrounding area.
Swarm Debuff: No (Imune to SwarmDebuff)
*Swarm Debuff divides your damage by the amount of enemies hit by the attack.
Tricks and Tips
- Warriors deal a lot of damage to a swarm but takes a lot of time to deal it again, use a cheap unit to trigger the attack and then use all your firepower against it.- You can use skeletons to lure your Enemies together near some graves, then raise some zombies while attacking with your other unities.
I Hope you have lots of fun playing this game.
Patch notes
Patch 1.1.1
Bug fixing:
- HUD:
- Fixed a bug that didn't affected the visibility of the amount of Blood your necromancer still have; (Numeric representation)
- Fixed the minimum blood value to 0; (No impact in gameplay, just not to show -5 Blood on the HUD when you died but didn't shown the game over yet)
- Animation:
- Fixed a bug that didn't triggered the summoning animation on the necromancer;
- Fixed most of the bugs that glitched the moving animation. (as detecting and ignoring speed 0 that werent really 0);
- Fixed a bug that when the mage died he did the dying thief animation.
- Fixed a bug that prevented the Zombie's attack animation to occur. (He attacked but didn't shown it)
- Battle:
- Fixed an issue that allowed the characters to still attack the dead ones (And for vampires, that meant free blood).
- Fixed a bug that allowed the vampires to pursue enemies that didn't had the chance of coming inside the battlefield.
Balancing:
- Necromancer:
- Reduced health regen.
- Heroes:
- Warrior:
- Nerfed damage (Now he is weaker against single enemies and stronger against hordes, as it was intended);
- Nerfed the HP;
- Nerfed Agility (Now he is even slower).
- Thief:
- Nerfed damage;
- Buffed Agility (He moves and attacks faster);
- Nerfed the HP.
- Reduced blood award for killing it.
- Summons:
- Skeleton:
- Nerfed HP (He was too resilient for a cheap unit);
- Nerfed Agility;
- Nerfed Base Attack;
- He is 25% cheaper (Costed 2Blood now costs 1.5 Blood)
- Reduced it's cost. (From 3 to 2.5)
- Vampire: (Now he is usable)
- Nerfed HP;
- Buffed Blood drainage (from 10% to 20%);
- Buffed Blood drain that recovers the Necromancers; (From 5% to Half he get's for himself: 10%)
- Buffed his agility. (He moves really quickly and attacks quicker as well)
- Zombie:
- Increased the amount of Hp it recovers when he kills an enemy;
- Increased the amount of HP it has;
- Nerfed his attack damage.
- Graves:
- The graves break up 20% faster;
- Waves:
- The wave generator now creates waves with similar chances for all the enemies.
- Fixed a bug that made the first wave being always the same.
- Balanced the time in between the waves.
- General:
- All Fighting times are a little quicker.
Patch 1.1.0
Bugfixes:
- Necromancer’s maximum blood is now capped.
- Some engaging on combat issues.
Balancing:
- Reduced the Necromancer’s blood regen per time.- Reduced the amount of life the Zombie regens when it kills someone.
- Reduced the amount of blood awarded for killing foes.
- Balanced Skeleton atributes. (He is weaker and slower now)
- Balanced the amount of blood that the Vampire gives to the Necromancer per hit.