Nodes
por FelixJMaxWell
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Nodes
Etiquetas para Nodes
Descripción
Juego idle con torretas y momos. ADVERTENCIA: Por "falta" de conocimiento/compatibilidad, este juego funciona mejor en Firefox.
Cómo jugar
Compra nodos, elimina momos, gana monedas. Haz clic en los cubos blancos para comprar nuevos nodos. Usa la interfaz inferior para comprar mejoras para el nodo seleccionado. El nodo seleccionado se indica con la flecha en la parte superior del nodo. Puedes mover la cámara con WASD. (No hay mucho para ver :P). Para mover el mortero, marca el aterrizaje, haz clic en él, cuando comience la animación haz clic en otro lugar y la marca se moverá; para soltar, solo haz clic en un cubo blanco o una torre.
Actualizaciones del desarrollador
Changed: Turrets start shooting when enemys are in range, you can see the range of a turret selecting them, exceptions, the mortar and the flamethrower.
If you move the camera you can see where the enemys spawn, as “spawn zone”
Probably i add “attack” to the enemys, so if they get close enough to the turret they can “disable” for a few seconds.
Comentarios
banni
Jan. 08, 2018
not a bad beginning. needs progress without focus. maybe some "hp" at the enemy boxes.
Forhekset
Jan. 09, 2018
So... Why aren't all turrets sellable? I'd like to be able to start in whatever position I'd like. Not forced to have the first turret in the bottom screen. Why do turrets shoot when there are no enemies? Why don't turrets aim? The burst upgrade isn't a useful upgrade. Its a negative upgrade. Buying new turrets actually hurts you because enemies travel towards the new turrets that are un-upgraded. Enemies need health bars/stats. I'd like to have a tooltip for upgrades showing what the new value would be. Range also means nothing since I can just help my ability to gain points by buying more max enemies. There is no reason to ever buy a turret. Different turret types should have different effects not just different base stats. Multiple enemies, damage over time(dots), multiple enemy penetration(LASER), explosion radius, stacking damage. Whatever.
Prestige currency/system. Reload time plus the turrets always shooting hurts.
Just a few things to think about.
i was thinking about the fact that enemys run over un-upgraded turrets, that gives the idea that its "bad" to buy a new turret, im still trying to "fix" this problem, probably adding, "Level" to the turrets could be a good idea, also i need to improve how the enemy get their stats. Thanks for the comment.
ChaoticBrain
Jan. 08, 2018
This is not ready for public release at all. The costs are all over the map, the enemies do no damage and just hump you like it's a mass cube orgy. Also there's a glaring bug: If you buy all Basic turrets at the start, and then upgrade Damage for each one, the first turret upgrades to 2 damage, the second to 3, the third to 4, and so on.
Thank you for your comment and as you say there's a lot of work to do with this idea. The thing you say about the upgrades is already fixed, now each tower has unique values, and probably could be a good idea add a button to hide the cost panel, im not a master on 3D but i want to show "something" so i can get more ideas to work on, in the future i want to add low poly monsters or something like that, and for the no damage, i didn't think about that, i just want to see things exploding all around, but could be a good idea, thank you again and have a nice night :)
ississ
Jan. 09, 2018
Great start. It would be nice to enemy hp. Slow at the start but once you focus on upgrades to single tower, goes ok. Any chance to give enemies a bit of color depending on stats.
Forhekset
Jan. 09, 2018
Also, Sniper tower has zero value since enemies move so fast they swarm the tower before shots can be fired. Range means nothing. The base stats for all towers need a serious rework. not just plus or minus one value.
Also, selling a tower should give you money.