EvoWars [BETA]

EvoWars [BETA]

por Ateares
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EvoWars [BETA]

Valoración:
2.4
Lanzamiento: November 04, 2017
Última actualización: January 04, 2018
Desarrollador: Ateares

Etiquetas para EvoWars [BETA]

Descripción

[Lanzado: 4/1/2018] EvoWars v0.03. Mejora / Defensa / Arcade - juego táctico de defensa de carril. . === Actualizaciones ===. Cambios de balance:. - Velocidad y recarga limitadas. - Cambiados los incrementos de mejora. Cambios en el juego:. - Ahora puedes personalizar y usar varias unidades. - El costo de mejora es ahora para todas las mejoras. - Se añadió vista previa de unidad en la pantalla de mejora.

Cómo jugar

Haz clic en la plataforma inferior para desplegar unidades. Llega a la base de tu oponente para reducir sus puntos de vida. El primero en llevar la vida del oponente a 0 gana. Puedes seleccionar entre tres unidades en el lado derecho de la arena. Entre niveles, puedes subir de nivel tu unidad. Eliminar unidades enemigas y golpear su base te da BIO (moneda del juego). Cada nivel las unidades enemigas son más difíciles y rápidas.

Comentarios

0/1000
SoftAsSilk avatar

SoftAsSilk

Nov. 10, 2017

6
0

Needs more to do, maybe add a type of prestige system or a long term goal? Oh and more types of bugs would be cool. Such as maybe "tank" with a ton of hp but low hp, flash with really high speed but almost no hp/attack? Just to give it more interesting and less "click" wait " click " wait" click " wait and then you won

Ateares
Ateares Desarrollador

Great suggestions! Definitely, in the works is the selection system to allow you to pick from several types of units. Love the idea of a Prestige system, need to think about how to implement that. Thanks for the feedback!

Monty_The_Great avatar

Monty_The_Great

Nov. 24, 2017

3
0

OK, first of all, nice game, good concept, simple and entertaining. Now to business. One of the things I noted, is by doing a zerg rush (literally, pushing speed and reload to the limits), I win before their first bug leaves the platform. Even more: They are so fast, the battle breaks up the moment they hit each other, then they continue paths, as if they were greeting each other xd

Ateares
Ateares Desarrollador

Hey Monty the Great! Thanks for the comment about the Zerg rush. That's definitely a balance issue that I need to look at. I'm going to see where a good cap for different stats will be and change some of the scaling calculations. Thanks!

joeblah avatar

joeblah

Nov. 10, 2017

2
0

Okay, so I went to about level 30 before being defeated. The only reason I was defeated is they have such speed they push my guys back onto the wood platform. My suggestion would be to make it so neither side loses a life until the bug goes off screen, not just on the wood.
I also feel like Speed has 0 effects on anything. I am fine if it doesn't make my guys faster because I have 500hp and 100 attack and could kill like 6 with 1 guy. But because they ran so fast it was more difficult to play defense unless I could see where their path was. Either make it a faster spawn rate (for speed) or find something else. I don't need my guys running faster to just ignore their guys.

Ateares
Ateares Desarrollador

Thanks for the feedback! One of the updates I'm planning for the next release is to allow for upgrading your reload time. And I'm going to adjust the physics so that you don't just get slammed backwards by the speedy enemies. I also like the suggestion of the bug going off the screen for losing lives... I'll have to evaluate the implementation for that. Thanks!

mistermicha avatar

mistermicha

Dec. 02, 2017

2
0

This game really is too easy...

TheFlatDragon avatar

TheFlatDragon

Nov. 09, 2017

4
1

Nice concept, all in all. A bried tutorial would be nice though. (even if it's just a short bit of text explaining the basics of the game) That aside, I'm curious to see what comes next.

Ateares
Ateares Desarrollador

Hi FlatDragon! Completely agree on the tutorial front. I'm planning on including a brief screenshot tutorial in the next release to help folks learn how to play. Next release is scheduled for the end of November! Thanks for the feedback!