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An autofire feature for the main gun would be nice. I know it's a tiny thing, but holding down the mouse constantly is a bit of a pain. Being able to just hit 'f' or something to turn on it always firing would be great, since I've yet to run into a reason to ever not fire.
Hey Karadan, there is already an autofire feature on [Space].You are the third person to miss it so I guess the fault it's on my part for not making it more obvious. I will add a quick tip at level 1, maybe that will solve the problem.
Haha, I am glad you are here 7 days after the release and not on the release day, otherwise the feedback would've been completely different.
Thank you, Gyruvigaan! I really appreciate it!
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"There are like 2 resonators and they spawn first so they can reach your turret range before doing any damage."
They don't though? One spawns and the next spawns in the middle of the wave. They also have huge amounts of health, so without any way to separate them from the swarms they're free to create bullet hell.
"They aren't that much of a threat, I just wanted to give off the idea that they are dangerous."
I disagree, their effect on turret carriers make them the only real threat in the level. I'd describe the difficulty curve on the first 9 levels as moderate, but by comparison 10 is a brick wall. Plus, level 9 was a boss level, so I would expect at least a little breather.
"I just wanted to break the monotony by adding new enemies not ruining the gameplay experience."
It's a good idea on paper and my opinion on that seems unpopular so maybe it was a good idea even if I don't like it. Having two portals on 10 would make it way more bearable.
Hey, I took a better look at level 10 and reduced the number of resonators from 4 total to only 1 on the last wave.
What stuck to my mind was the fact that I was presenting the player to a new mechanic with no counter. My first idea was just to give the player the idea that resonators are truly dangerous but I realized that I can do this with only 1 of them.
I don't know why you got down voted, I appreciate all feedback and this came from somebody which played from level 1-10 in one go so I had to take it into consideration.
Thank you, I might've made the experience a bit better for other players, hopefully. :')
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I have updated the Instructions Panel with new Hotkeys & Tips.
Anyways, if you have any question about the game feel free to send me a pm and I'll gladly answer it. :')
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not bad- but several flaws; for 1 game should not be around how to avoid splashing from spawns; is this a td or shooter where your main does nothing and the key is to put it where it doesnt take random damage; you could add hovering tool tips to show what things do; 3 i would assume people dont like drawing walls on 11+ why not start with outer walls and let them delete if they want; 4 good job but everything plays out the same; do this win dont lose- not fun for a basic td
Splashing damage from spawns are very rare and they can be dealt with very easy IMO if the other enemies don't block your projectiles.
All the information about the enemies for the selected level can be found in the Data Menu. Well, I could've made the wall building a lot easier but the system is already in place and is very hard to modify it at this point. Thank you, in a sense every game is "do this win don't lose" but I get your point, I have tried to minimize the repetitiveness but I guess I should've added more depth here and there.
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"if you are at level 10 you don't have the harpoon yet but the number of resonators you encounter is very limited, just to give an idea of what they do"
I think introducing a deadly, game-changing new threat without equipping the player to handle it is a terrible decision. However, even if I beat level 10, the fact that these stealth energy balls are going to be a prominent mechanic throughout the rest of the game means I have no interest in playing further. I find this extremely frustrating because I was having a lot of fun.
There are like 2 resonators and they spawn first so they can reach your turret range before doing any damage.
They aren't that much of a threat, I just wanted to give off the idea that they are dangerous.
Further on the energy balls aren't a threat at all if the resonators are killed fast.
Still, I feel sad hearing that tbh, I just wanted to break the monotony by adding new enemies not ruining the gameplay experience. I'll try to stretch the genres less often in the next project from now on haha.
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I like the pillar system, and I think this is an excellent TD game... right up until the enemies start spamming energy balls and it turns into a bullet hell that sucks every ounce of fun out of it. At least the egg-spawn early on could get shot down by your turrets.
Hey, the turrets are shooting in a set direction (cardinal points) so it shouldn't be too much of a problem if they're not on the same X or Y as your main turret they only start spinning when they resonate (the nova from the Resonator enemy).
The bullets can be shot and destroyed but ideally you shouldn't let the Resonator get too close to the other enemies, use Harpoons and their Decimator upgrade to pin him down and kill before he can make other enemies resonate.
Kind of a spoiler but it should look like this: https://i.imgur.com/oHkn0cn.png
Edit: if you are at level 10 you don't have the harpoon yet but the number of resonators you encounter is very limited, just to give an idea of what they do.
Thank you!
I really had higher expectations for my first game but so many of my projects were cancelled because of that so I had to make a final plan and stick to it.
The first version I released 7 days ago was horrendous but thanks to the nice people of kongregate I was able to fix most of the bugs and add the needed features to be a kind of enjoyable experience.
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This is your first tower defense release? I have to say that it isn't perfect, the mechanics are really enjoyable. Good job overall so far.
Thank you, Haros! This is the first game release ever and to be honest the game did not even started as a tower defense.
After I made by accident the wall building mechanic (https://puu.sh/AoqSe/10d9a87386.mp4) I decided to convert it and the main inspiration was the the old W3 TD's. So you can say it was a a surprise baby.
I am glad though that you found a part of it enjoyable. Have a good day!
Hey,a quick tip if you're interested, build your main turret near the second portal and place a mini-me before the second wave to easily kill the Shiny Bluul.
You can even complete the Bluul Slayer achievement to gain an overall advantange. :P
By the way, an example of lvl 6 maze which worked pretty well: https://imgur.com/a/tAqJdch
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This game is Awesome! I got burnt out on tower defense games years ago. this has a unique concept and is well balanced. My main issue that i haven't seen addressed is the lack of any pause, unless i am totally missing it :)
Thank you! The pause feature didn't even cross my mind. I now realize that you are constrained by the wave timer. You can't even take a short break to pee or even pause to analyze the bad shading I did on some sprites.
I am now working on the infinite mode update and I will surely implement a pause button. I would've made the update right away but my project right now is a mess and as usual I don't make a backup before major changes. :(
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I've come around to the game. I was narrowminded to think of it as a maze game, when really you have to think of it using the platforms. It's a lot more interesting this way.
Well, it's understandable, it even started as a pure maze td (https://puu.sh/Aqeuo/ad4d03bbdb.mp4) but I was frustrated with the fact the every one of my friends which played the game always built the same layout.
I am really glad you find it interesting. Thank you!
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The almost final version should be live right now.
Achievements and main turret upgrades should sync with your current profile, hopefully.
If you encounter any bugs please contact me.
Thank you and have fun!
This is strange, can you send me a screenshot?
I guess the text wasn't updated, the mechanic is that each platform platform placed increases the price by 50. I will take a look.
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It's not readily apparent until you play stage 2 and go "oh... crud," but there's a border where the creeps can travel but where you can't build. You'll need an outer wall built.
Well, this goes by trial and error I guess.
I wanted to avoid using the border as a wall since every level would be the same tactic.
I may add some tip to inform the player about this.
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Seems a great game but my computer just isn't powerful enough, would it be possible to scale the quality for those of us who only have i5 processors?
Hm, I'll try to add some sort of graphic button which will reduce the number of particles and so on.
Hopefully that will solve the problem. But unfortunately I can't do it right away because I got my hands full with a big update, but until tomorrow should be done.
I wonder tho what's the problem, I've tried to keep everything as small as possible and already have some limits here and there.
Unfortunately I can't update the game version on Kartridge because I think the desktop build is far less costly. It's not that different but it lacks the Save/Load feature.
It can get pretty difficult to shoot them with your main turret. The feature is implemented but just didn't felt right. Sorry but I don't think the speed up fits the gameplay. :(
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Hey guys, I think I finally got the game in a state I am happy with.
As a big thank you to all the players I will release a final version which will include 9 Achievements with permanent bonuses and 10 turret upgrades/skills to customize each level.
I hope I will finish it today if I don't run into any problems.
Achievements unfortunately will not be retroactive. (sorry :( )
Stay tuned and thank you for playing.
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I think i got some very strange bug... 1) For some reason every "fi" in the text is replaced by a dot. 2) How do i Save? and Load? the "Data" windows only shows a list of question mark and available enemies on the next level. 3) I can't seem to go further than level 2. Everytime i press GO after completing level 2, the game will ask me whether to load last maze or not, if i chose NO, the level 2 will be played again, if YES, the main turret will be gone, effectively breaking the game.
The "fi" bug is caused by the font.
The other bug is very strange indeed, there might've been some data corruption of some sort, if you have problems try to reset your profile by pressing the red switch then the red button and confirm the deletion.
The data menu is supposed to be information about level/enemies.
The save/load is just a mini feature which saves your maze layout before the first wave so you can implement it again if you want to redo the level.
Please keep me updated if the bug persists, thank you.
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not bad. two complaints - edge of the map is not a wall which breaks all mazes. another one - why press N to start the round? makes no sense to me, there should be a button clickable with the mouse as well
I thought it would make sense n for next r..right? But yeah, that was a misstep on my part.
I already added one for the next update, the portal itself, it's vibrating and has some text under it "Click me to start the wave" hopefully it will fit well.
Regarding the first part, I really didn't like using the edges for the maze, it reduced the cost by a lot and almost every wave you could make a long corridor using minimum credits.
Thanks for playing the game.
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I have problem of displaying money. If money number has more than 2 digits, it cannot be seen. I think you simply need to enlarge the frame to display more digits
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Thank you all for 2000 plays and for all the feedback.
I tried my best to fix and add new features which you all suggested during these 2 days.
Special thanks to @Maggrig! He really took a step further and constantly updated me on various bugs! :')
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My problem with the game is that it feels very one dimensional. You have only a few turrets available, with only a couple upgrades on each. You also can only build your maze where you have pillars and you can't kite the mobs by buying and selling barricades in the middle of a round. I end up feeling a little repetitive and like I don't have a lot of control over my success.
Depends from what angle you look at the "control over succes".
Personally, I would say that placement, shooting and turrets plays a big part in guaranteeing your success.
Now it depends from player to player, but I appreciate the feedback, it really gives me a new perspective on various things.
I might agree on the repetitive part and I tried my best to avoid it by making different enemies, various obstacles and layouts, hopefully it is not that bad.
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It seems noteworthy, but I don't have it in me to play another TD game. Especially one you have create your own barriers or path. I'm sure folks will have fun with it, and I rated you up nonetheless.
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It's kind of frustrating that you can't really build a maze because the enemies can go on the unbuildable edge of the screen. What's the logic behind that? If you build an effective enough maze, the enemies will just circumvent it
Oh, you could use that pre-built turret to attack them from a distance (with the Decimator upgrade).
I probably didn't make that turret upgrade obvious enough that's why I am working now on some in-game tips which should pop here and there informing the player about new things.
Like in the first level.
*edit*
Also, forgot to mention but you did a terrific job, grasped the mechanics very well. :D
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Are debris created randomly? Also are they all destructible and will they all hurt my main turret and they touch it?
Also not sure if it's intended but the hook and debris are blocking the hits of the main turret and mini me's
Trust me, I wanted to add more things to make the gameplay and strategy a bit more flexible but I found myself at a point where I just added and deleted so many things that the game would've been probably delayed a lot or never released.
So I just made a list and stuck with it till the end.
It is intended but not because I wanted to, but because of the complications regarding the destruction of the turrets,barricades built on it's tiles.
I couldn't get my head around solving it, and I would've prolly needed to rewrite the entire building system.
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Fantastic for a first game. It would be great if the maze was saved when started and could be restored when restarting a level
Thank you! :')
That's not a bad idea at all. I could let the player import the previous construction (pre-first wave) with the press of a button or something. I would definitely give it a try see how it works out.
Oh, you are right, I am gonna fix it!
And congratulations for making it to level 8 and beyon', I think you're the first one around here playing for that long.
Thank you for the feedback and I appreciate you playing my game :').
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Game should show us the path enemies will take. I´ve built a layout in level 4 that worked nicely. Tried to repeat that in level 5 and... SURPRISE! They had another behavior. It´s boring to do the "try and error" method in every level.
I've kind of finished implementing the path feature. Thank you for the feedback, I wanted to do something similar a while ago but I thought it wasn't necessary and of course... wrong I was again.
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um. whats the point of making mazes when the aliens can detour through the area you cant build in? any path cannot be longer than the vertical+horizontal distance between your main turret and the spawn.
I don't understand how they detour? Is the main turret surrounded by barricades?
The point is most likely to create a chokepoint, a corridor or something of sorts and placing your turrets to get the most damage output.
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Took me 2 minutes to figure out what to do on the opening screen. Maybe I'm just super dumb... but might help to make thatgreen button say START or something.
No, I am dumb, I completely forgot about that button. Holy moly!
I got used to it while testing the game and I forgot that the lack of text was an issue.
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also: Placed two turrets on two different spots on the barricade and on level 4 the Spiky Bluul took a shortcut over the second turret. Not over the first one, which would've been the shortcut too and that make me feel like its a bug and not a feature
Yeah, in Construct 2 the pathfinding has some sort of velocity around the corners and when the movement speed of an object is higher than a set value the object tends to smoothen the edges of it's path.
I wanted to write my pathfinding but it's pretty tedious work in Construct 2. I'll try to find another solution, hopefully I won't ruin half of the game by doing so.
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I like it :) Though the lack of upgrades makes the game pretty straight forward. If you could upgrade firerate, power etc. it would make the game more strategic (at least for some that are used to td's). Especially if you don't get the funds to always fully upgrade your turrets, you have to choose to focus on range or firerate etc.
But regardless 4/5
That's what I had in mind for the turrets from the start of the project, to be pretty straightforward.
I wanted at some point to add more customization but I it felt rather pointless and the balance issues was hellish.
Also, big thanks for the kind words :') have a good sunday, atleast whats left of it.
*Later Edit* I've added some sort of upgrades and bonuses since then, feel free to check them out if you'd like.
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The mechanical structure is terrific but there are some design missteps. The platform costs introduce interesting game balance issues, for example. The platform provides no inherent value, yet it constraints traditional TD "killing-maze" defense arrays. So, I'm a little perplexed by that (not by the decision to do it this way but by a creative solution for handling the need for "build platforms"... like, you can put a tower anywhere but you have to "clear the land" first.) Creative TD, overall.
First of all thank you for the feedback and kind words :').
I really wanted to avoid the basic structure of a Maze TD, where you always end up with a spiral full of turrets and the only strategy is stacking them up.
To be honest I don't really know where I landed and how good my ideas turned out to be, I just hope that the game is somewhat enjoyable.
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Accidentally pressed escape a few times when wanting to cancle building and ended the round instead. There should be some confirmation before exiting the level.
Yeah, you are right, I will add a confirm button, till then some more detailed instructions about controls should keep the players away from the escape button.
Sorry for the inconvenience.
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Game needs some polish, but has potential. If it is intended that platform prices rise with each platform, game should show it. Paying 100 for a platform that game says costs 50 is not okay!
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As it is, the main cannon becomes almost defenseless to any enemy within ~4 "blocks" of range because the lasers fire straight forward from its sides. Meaning you have purposefully aim next to the enemy instead.
On top of that, your building mechanic has these little quirks that get in the way of the player but I can't tell if they're intentional. Building a barricade on a platform extends the platform to adjacent spaces by 1, but the player has to spend 10 points to place two barricades at the edge because you first need to place one barricade for the platform to extend and then build the second, instead of letting us place two barricade immediately for 5 points like you can do on existing platforms.
This, combined with the main cannon not being able to fire directly at anything nearby, feels like the player is purposefully crippled during at least the first round.
The adjacent extension was a "feature" which resulted from a bug, I believe I removed it like ~20 minutes ago since you could place the barricade,extend, sell the barricade and repeat untill you covered the entire map at 0 cost.The only thing which was intentional was the main cannon weakness.
Still, I can't picture exactly the second part of your feedback, have you used the barricades as the only way of getting more platforms?
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i cant find the "scroll" key on my keyboard. I believe there should be some "sell", "upgrade", "next wave" etc buttons to make it easier. Nice try, it looks promising
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Hello, this is my first game release ever and it feels rather odd and scary.
I am pretty sure I've missed some bugs here and there but hopefully they won't disrupt the gameplay experience.
Feel free to give me any kind of feedback or even report those sneaky bugs.
Thank you for playing my game!
*Additional Information* 1)Added controls for MAC users [C] to cancel and [C] + [Left Click] to sell the turret. IMPORTANT: If the game is not starting make sure to Enable Third Party Cookies on your browser or whitelist cookies for Kongregate. If you don't know how to do this feel free to pm and I'll be glad to help.