
Keyclash is a simple tower defense roguelike about building on keyboard keys and surviving as long as possible.
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About
Use keys as turrets and place them on your keyboard.
Purchase perks, upgrades, and buy more keys to build your defense.
Unlock perks with the waves earned through playing.
Beat every stage in the game.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
I can certainly recommend this game now that my qualms have been addressed in patch 1.06. - Scaling feels much better, reaching wave 100 is a lot more of a challenge but still done easily enough if you know what you're doing. - The broken mechanics don't feel as broken as before, but to be fair, now that I've unlocked all perks, it's pretty hard to get the right perk line-up. So that's a new negative in my book, where never unlocking perks is essentially a better move, i.e. the ones you unlock mostly feel underwhelming. - QoL is much improved simply by the addition of the Auto-Run option. Feels great, except for one apparent bug: You don't seem to gain hearts from overflow keys. That being said, I only realized this once keys started to die, so maybe this is intended and you only gain hearts for overflow keys when you don't lose keys? Responsive and open-minded dev gets two thumbs up! ---------------------------- Old review: Bad scaling meets obviously and easily broken mechanics meets lack of QoL. "3 hours on record" but only 1 hour actually played, the rest is just an auto-clicker clicking Continue+Run. I have only seen the first "key layout" so far, still going on my 2nd run at wave 878 and barely a sign of slowing down. Needs more cooking. Steeper enemy scaling would shorten "broken" runs, and an auto-continue feature would remove tedium (or auto-clicker requirement, whichever way you wanna see it). Edit after another 3 hours: Wave 2000 beaten, still no sign of failure even getting close. Definitely something wrong with the scaling.
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Concurrent players on Steam, sampled daily since tracking started.
It's alright. You can build the same thing every time and never lose, especially if you keep your perk pool slim by only buying the good ones. edit: 2x button was added! Desperately needs a 2x/3x speed option, it gets VERY boring waiting for waves to clear. The game quickly feels like a chore, spamming through the shop and clicking continue to slam the "run" button to get to the next wave.
I enjoyed this short game for the time i've played it. I feel like a few things could be improved however, 9 times out of ten i see no use in using any other tower besides the default targeting option. Cone and 2 vertical just don't compare besides the maps with lots of key rows imo. Perks are fun I found some lower end ones extremely useful like the range increase and reload speed increase in first 10 seconds i still used in my high tier runs. i will say the economy system could have been explained better or maybe im just not smart but the keys you have in your inventory not just on the board also generate hearts currency. so if you're playing on a hard map with only like 7 spots on the board you can buy more keys and have them in your inventory without being able to place them but it will still give you more currency anyways. that made the hard maps way easier once i figured that out. the stat increases are alright its basically just choosing damage range and speed as health increase doesnt necessarily matter as there is a few health perks that are way better and to my knowledge no perks that have some type of thorns or reciprocal reflected damage mechanic. overall this was pretty fun very cool concept and game just needs some minor tweaks or a small expansion to elaborate on the towers or introduce more perks and the likes.
Interesting Idea but after you get through 20 - 40 waves then you don't really have much other actions you can take to keep improving to progress. The gameplay loop is fine, but gets boring without allowing the user to keep improving keys once you max out the layout. If you could use keys you purchase to level up the keys that exist then that would be better but would also need some extra balancing to account for the change. Curious to see what happens in the future, but right now it just gets boring due to lack of progression.
the art style is adorable and its so awesome to see the devs progress from their first game, sadly its not the most balanced game but there's almost daily patches fixing the balance
W
this game blows
not bad
So good А hu e нH0
нельзя использовать клавиатуру для стрельбы
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