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embargo-td's Introduction

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embargo-td's Issues

Differentiating units

Architect: can build horizontal/vertical walls

Gryphon rider: Flying, can blink, knockback, etc

Heroes like Sea Witch and Dark Ranger - grow levels and always auto-attacking abilities

OOM while running A*

    function putOrElse(Hashable key, V value, PutWithDuplicateFn<V> or_else) returns put_result
        if this.has(key)
            let entry = keysEntries.get(key.hash())
            entry.value = or_else.call(key, entry.value, value)
            destroy or_else

            return put_result(PutStatus.Updated)
        else
            destroy or_else
            return putNew(key, value)

    function putOrForgetOldAndDestroyNewKey(Hashable key, V value) returns put_result
        return putOrElse(key, value) (new_key, existing, nu) ->
            destroy new_key
            return nu

More special rounds

  • magic immune rounds?
  • Captains with auras?
  • Champions that cast abils?
  • Creeps drop permanent power-ups?

Some feedback from our games

  • Perhaps sort units by gold. I didn't use the villager at first because it was on the bottom with the high gold units.
  • The spawn animation should just be the ship travelling, maybe with arrows. The magenta effect looks strange.
  • Hard to judge gaps between units, maybe a visual indicator would help
  • The "shallow water boat" mechanic doesn't really seem utilized well. What is the difference to having this on land? The embargo theme?
  • Mobs attacked the archers even when there was a path, due to mobs blocking each other I believe
  • The island with trees are unused? Perhaps add some gather/base build mechanic
  • Unless you order "hold position" the archers will just move away from their positions
  • It reminded me a bit of legion TD, but the great thing there, strategic formations and positions, don't apply here

Mechanics - lumber

Maybe mine for something to get to the middle? Maybe training a worker can attack trees?

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