This Game is developed for the Kenney Jam 2020!

The game has right now a saving bug. Look further down for more information about that.

You are a wizard and you want to curse as many villager as possible! You get your first Curse Power by clicking on the castle. Now you can use your Curse Power to curse a villager. After he is cursed, he will automatically produce more Curse Power for you! Every time you buy the highest possible villager, you unlock a new villager! If you feel, your progress is to slow, you can restart with the multiplier next to the Ascending-Button. By clicking the Ascending Button you lose all you cursed villager, but next time, they will produce more Cursing Power for you!

I used assets from the following packages:

  • Background Elements (Kenney Game Assets 1)
  • Character Pack  (Kenney Game Assets 1)
  • Foliage Pack  (Kenney Game Assets 2)
  • Puzzle 2 (Kenney Game Assets 1)
  • Game Icons  (Kenney Game Assets 1)
  • Interface Pack  (Kenney Game Assets 3)
  • Platformer Pack Medieval  (Kenney Game Assets 2)
  • Impact Sounds

The saving bug from a previous version is now fixed!

Battle of the Creek by Alexander Nakarada (
Licensed under Creative Commons BY Attribution 4.0 License

StatusIn development
Rated 3.0 out of 5 stars
(1 total ratings)
Made withUnity
TagsClicker, Idle, Medieval


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This game bends the laws of how many villagers can hide behind a tree ๐Ÿ˜‹


Please port this game to Android- I'm begging you; I'm addicted!


Awwww, thank you very much for this awesome comment ๐Ÿ˜ 

First: I'm really sorry, that the saving is not working, like it should! I will fix this.

Second: I think I will publish this game also for Android and iOS ๐Ÿ˜Š Especially when there is such great feedback! Right now I'm also working on an other idle clicker game. If you want you can follow me on FacebookTwitter or Instagram to get to know, when I'm releasing my next game and when I'm releasing this game for mobile ๐Ÿ˜Š

I've followed! Oh and the saving was always working fine: it's just a pain to load on mobile, switch to desktop mode and press play. Also, how to you save using webGL: Can you use serialisation or just playerprefs?

What browser are you using? I'm happy that it works for you ๐Ÿ˜ƒ I will check, what other browsers are working. With Chrome it does not work for me. 

This time I used serialization for saving the data, but in the past game jams I always used playerprefs. This time serialization was easier, because I save arrays of BigIntegers. So yes, you can use serialization with webGL, but it seems, that it is a bit buggy. 

I'm using Chrome on mobile. With serialisation, I was confused how it would work, because there isn't really a path to save to in webGL, as far as I'm aware of. I guess PersistentDataPath is a god!


I googled a lot, and now I'm just confused, and don't understand why it works for you ๐Ÿ˜…I also tested the game in different browsers. Sometimes it saves and sometimes nothing gets saved. So I really don't recommend using serialization in WebGL. I rewrote the loading and saving to PlayerPrefs and after the rating time ended, i will update the game. Thanks for your feedback and help!