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i'm confused by the mini-me. does it really only do 1 damage? then i can spend 200 to make it do 2 damage? why would i do that when a machine gun is cheaper and faster with 10 damage.
Hey, the mechanic goes like this. Every enemy takes bonus damage from the player. If you look in main menu at each enemy you'll see a "Player Damage" tab which varies from bluul to bluul. The mini-me does 100% of the player damage. If an enemy says it takes 25 player damage then a mini-me does 25 damage with each hit or 50 damage with the Unity upgrade. The bigger bullets upgrade further increases this damage by 50%. Hope this helps :o
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Projectiles being shot at your main gun that can take lives away adds a new dynamic to the game which I feel takes away from being able to sit back and enjoy watching your engineering marvel blast all the baddies since I am paranoid and focusing on shooting all the stray projectiles afraid it will take away a life. With the little ships that swarm you and fly passed barricades at least I was able to put a tower or 2 in strategic positions to keep them off me maybe add one that can shoot down those projectiles too :p
Hey, I just made a quick update. The disruptor turret now melts projectiles. Just cover the dangerous angles and you should be fine. :p There were many people which disliked the enemy projectiles and I nerfed them a lot but it seems they are still a problem. But no more! I should've thought of this way sooner :(
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It could be my browers's problem, using chrome and the font size is so big that I can't read the instruction for the final boss.
The description goes like this "Shocking it's head will open the eyes on it's tail.Eyes are very susceptible to player damage but invulnerable when closed.While closed the eyes release 4 projectiles in each cardinal direction." Btw, that's not the final boss there are 6 more levels after the snek.
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It would be awesome if pathing of enemies would not go around my baricades, off the map where I cant build. Makes whole concept of pathing irrelevant. Confine pathing TO map, not OUTSIDE of map.
It does not make the concept of pathing irrelevant in any way, it just prevents the player from making paths using the screen borders. It's just a balance thingy.
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IMPORTANT: Firefox has by default disabled THIRD-PARTY COOKIES, so if you are unable to save progress, start the game, press [N] or start the wave button aswell as some strange artifcats that is the cause.
I suggest white listing Kongregate on the third party cookies.
Here you can find more informations; https://support.mozilla.org/en-US/kb/enable-and-disable-cookies-website-preferences
Hey, gian, the game already has a profile which saves your progress and such, so everytime you load the game you should continue from where you left off. If you are on firefox I suggest turning on Third Party Cookies or white list Kongregate on Third Party Cookies list.
Hey, I think I found the fix, Firefox has by default disabled Third Party Cookies a feature which make most of the html5 games unplayable. If you want to be able to play my game you should enable Third Party Cookies or atleast white-list kongregate. I disabled third party cookies on chrome and I couldn't even have persistent data aswell as pressing [N] or start wave button ingame.
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on level 5 wave 2 when i beat all enemies it won't progress to upgrade screen. i can still shoot but there's no enemies left and i can't do anything but reset level.
How many times it happened? *edit* I think I found the bug, at level 5 mini bluuls have some sort of spawning velocity and they might moved out of the screen boundaries, I am uploading the fix right now. This is extremely rare tho. :o
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im not sure if this is intentional or not but when i did level 6 my progress got restarted and i needed to do lvl 5 again, AND i lost all my acheivements, pls fix
Hey, numberfy2, this sounds strange indeed. There is nothing in the game code regarding the save deletion without a confirmation first. I am afraid the save got wiped from an external source. Also, did the save delete just as you completed level 6? Or did you close the game and returned to play again after some time? (btw try to press the arrow in the Data Panel, your mission may be hidden when you restart the game)
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Hey guys, it's been 2 weeks since I have released Spacedust Defender and I must say that it blew away all the expectations I had for my first release. (in a positive way :') ). I am deeply grateful for all the heartwarming comments and the positive feedback/criticism since I learned A LOT. I have been constantly adding new features at the request of the players and fixing most of the bugs and I think I reached the point where I can wrap up this project and move to the next. A few days ago I sketched an idea and now I am almost close to a mini prototype. If you are interested to see how it looks you can check it here: https://twitter.com/i/status/1063203034665295872 ( VERY WIP) . Once again, thank you all, I hope my next game will be even more to your tastes/enjoyment and it will have a proper Start Game button. Have a good day!
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Do the tech cards do anything? I worked to unlock an achievement and there is zero description of what the unlock does and it kinda seems like it missing content? you may want to fix that
Can you tell me exactly which one? Tech cards are the abilities/upgrades you get after each wave. There are like 3 unlockable ones (Executor - small chance to deal huge damage, Scrapper - restores 2 health and Giff Turret which gives you 1 fully upgraded machine gun to place). :o
I should've thought of this before writing this messy code :( .
I made the gameplay strictly based on levels and when I tried 1 week ago to implement an infinite mode, at the suggestion of another player, I realized that I need to modify half of the code.
I wasn't prepared. :(
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hey man, its a good game you made it here. I'm just missing two things. 1) An autofire option 2) The possibility to reuse the same map on next level (atm we can just reuse the map after we die on a level). Anyway, gonna give it 5/5
Thank you! I really appreciate it. :')
There is already an auto-fire option on [Space].
I don't think I can implement this feature because each level has a different layout. You might find yourself building on a meteorite or portal haha.
Anyway, I am glad you like my game, thank you again!
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In my opinion the minions that go through the barricades are extremely annoying if you built a maze for them but all that work just goes away
Hey, they are very few in number and only last from lvl 4 to 7, also they have 1 hp. They are just a distraction. The bluul egg can be killed pretty fast (@8 hits) before hatching so with good positioning you can avoid them all game.
I haven't found a place to add new things on the screen, everything I tried to place was easily missclicked while building. But why do you think it is necessary?
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so far it isn't bad. If anything allow us to preview how a path will be effected before a barricade is placed. The amount of times i'd have to restart a level already because 1 oddly placed barricade suddenly making the enemies decides to go along the outside of the map is..kinda high xD
You can sell barricades and turrets if you misplaced them by simply pressing [Right Click]. It is specified in the level 1 tutorial and controls. You get the full refund too at any point in the level. Hope this helped. :o
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This game is awesome, but Ive been stuck on level 15 for ages. I know the boss needs to be hit inside the ring but cant seem to do enough damage to him even with traps and grappler hooks slowing him down. Overall 4.5, very well balanced game
Hey, thank you for the kind words! I really appreciate it. :')
I usually placed the harpoons in such a way that the boss intersects with its range at least 2 times. Also place a Disruptor in the places where the boss is pinned down for +25% damage. Hope it helps. The "Big Think" achievement also helps with the pin damage.
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Pleas, make some changes to the wave start button.. it's put a little bit over the bottom part of the map area, and when we need to move or creating something there, we accidentaly click the button and the game starts without we had finished positioning the obstacles...
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@Hopeslicer: on Firefox, clicking on "[Click] to start the wave" does seemingly nothing. Disabling all kinds of blocking features (ad blocker, protection against tracking) does not help, either.
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Ah, yes, when I changed the level the achievements worked, thank you. Took me a while to get past lvl 6.
Good game, well made. Maybe starting to get a little difficult for my taste
The Shiny Bluuls can be annoying if they blend in with the others, at least 1 mini-me with Unity is necessary.Also, getting the Bluul Slayer achievement should make the game a bit easier till level 10. Thank you for playing!
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really nice little td. good work there :)
one little thing i noticed: you can place turrets on prebuilt barricades and then sell them to get rid of those barricades. i guess this is not intended.
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Have a problem with Mozilla under linux, don't seem to be able to click to start any waves. Also 'N' doesn't work and I can't shoot, though don't know if that's intentional if there is no wave. However the menu does seem to interact with the mouse.
This sounds like there's a problem with the keyboard input in mozilla firefox or maybe a problem with the focus.
You can't shoot when there is no wave but not being able to press 'N' shouldn't happen. Can you start the wave by clicking on "[Click] to start the wave"?
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Not sure the achievements do anything. It says place 250/250 barricades
unlocked: barricades are free
But I still pay 5$ each?
Also: I never got the executor tech card
Hey, the achievement bonuses become active next time you start a level. (or restart)
They should be all working, I am going to test them again right now but I don't think there's a problem. *edit* https://i.imgur.com/LfhYJm3.png The executor tech card seems to appear aswell.
I am 90% sure that all the achievements are working :o .
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Seriously digging this game! I've only had time to play through a few levels so far, but the gameplay/strategy is both fresh and familiar. I love the way the platforms force you to think a little bit differently from other TD games with manipulable paths. The difficulty seems to be scaling well so far; curious to see how it progresses!
There are 3 Tech Cards which can be used by mini-me's after this upgrade is purchased (Headshot, Missile Launcher and Executor). If you purchase the upgrade without having any of those cards then the upgrade is useless indeed. Is there another problem? Are they not triggering any of those 3? The last time I tested everything seemed to work fine. I'll test them again once I get home.
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also. The faster enemies are definetly unbalanced. You'll notice alot of TD games don't make them massively faster than other enemies. Just enough that its noticeable.
Hey, the trick to kill the faster enemies is to have a long corridors so they don't slip past the blast cd. The evolved ones might pose a problem but having 1-2 projectiles turrets near the main turret + a trigger plate should stop most of them.
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button in the bottom left made me have to refresh. it just sits on the screen asking yes or no to delete something but you can't press anything
You mean the red button which is asking you if you want to delete the current profile? ('fi' is replaced by '.' because font issues). I can't seem to reproduce it, I can always cancel the command by pressing the NO button. Did you have a previous profile or is this the first time you've played the game?
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I have noticed that the vanguard enemy can start taking negative damage if it gets resonated to many times when hit it gains more health. is this a feature or a bug
It's just an error of calculation, the current health is increased but not the maximum health so when the health bar wants to know how much % to represent it goes above 100%. I will fix it right away.
Thank you for reporting it! (p.s. it's not impacting the gameplay, just a visual bug). *edit* Should be fixed.
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Hey man, the game seems pretty neat!
Ive been looking for a straightforward TD with pathing for a little while and this has certainly filled the niche.
Hope to see more from you if youre still DEVing!
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Slight correction for the bug, one Mini-Me hast to be placed correctly first (300). Now try to buy the second one (450) on a spot that blocks the path. This will result in gaining 150 and changing the cost to buy the next Mini-Me back one step to 300. This can be repeated to gain more and more points.
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very nice TD game. lacks a bit strategic deph due to the few upgrades and not being able to plan upgrades from the main turret. 4/5
The Mini-Me is a bit buggy thought, it sells for the current price - giving you more money than it cost. Also, when you placing a Mini-Me to block the path it gets sold twice, reducing the cost.
I thought I solved that bug, oops. I uploaded a patch nonetheless.
Thank you for playing and reporting it!
P.S. I had some plans for strategy before the level ( https://i.imgur.com/e2RXEVJ.jpg ) but at that moment I thought it's a bad idea. :(
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Imo bit too easy and at least I got tired to it very fast. You can just build huge maze with few turrets and put the main gun autofire to somewhere that hits most of the maze and just wait for next waves lol. Also 2x or 4x speed would be fun to get past of the easy levels fast where you don't even need to aim.
The first 5 levels are indeed a bit easy to low moderate, but the difficulty can be very subjective. I have been always keeping an eye on the scoreboard and I see players struggling early on. The curve was a bit too steep from 1 to 3 so I made a leaner experience from 1 to 5. I don't know what to say yet of a time accelerator, I would try and test it a bit because there might be some bugs since not every object is based on the delta time of the game (my bad here).
Well, I should also add a volume slider in main menu. But in-game you can press the speaker till you turn the volume down to 0% (and it stays like that even when you return back in menu).