EvoWars [BETA]
by Ateares
EvoWars [BETA]
EvoWars [BETA]의 태그
설명
[Released: 1/4/2018] EvoWars v0.03
Upgrade / Defense / Arcade - tactical lane pushing defense style game.
=== Updates ===
Balance Changes:
- Capped Speed and Reload
- Changed upgrade increments
Game Play Changes:
- Able to customize and use multiple units
- Upgrade cost is now across all upgrades
- Added unit preview to upgrade screen
플레이 방법
Click on lower platform to deploy units. Reach your opponent's base to decrease their life points. First to decrease opponent's life to 0 wins.
You can select from three units on the right side of the arena.
In between level, you can level up your unit. Killing enemy units and hitting their base yields BIO (in-game currency). Each level the enemy units get harder and faster.
댓글
SoftAsSilk
Nov. 10, 2017
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
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
Nov. 24, 2017
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
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
Nov. 10, 2017
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.
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
Dec. 02, 2017
This game really is too easy...
TheFlatDragon
Nov. 09, 2017
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.
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!