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It's polished and (almost) bug-free but where is the fun ? What is the added value compared to a standard TD ?
a suggestion : adapt the updagre tooltip for the generator to says that it only upgrade range.
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need:
more strange towers upgrade
something that isnt a tower, such as a mouse power with cooldown,
add enemy health bar,
add velocity boos button ( such a x3 speed)
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Thanks for the heads up on spelling. Balancing the damage/hitpoints is something I'll get to later, I want to get all the bugs and new features sorted out first.
Gaminic - be patient. This will be a top notch game when it's finished. Protector's great but The Horde isn't using tiny little maps with only a dozen buildable spaces. I've got some ideas about how to spice it up considerably though.
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i don't think blizzard will do sht about a flash game that pretty much advertising plus they have better things to do
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Game offers very little in planning and control... You're just hoping your towers will do enough damage. Compared to top-notch TD games (like Protector), which require you to do a LOT of planning and maximise positioning and upgrades, this game offers very little in gameplay.
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That's not one word.... can you tell me exactly what you did that led to the glitches? Or at least elaborate on what the glitches are?
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on easy beat all waves and it didn't open the second level. on medium. beat all waves and it didn't take me back to the map
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I put that (back) in an hour or so ago. The most notable way to see it is if you keep a tower selected while it's upgrading.
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would be cool to see ranges get bigger with upgrades. also, maybe level one costs whatever, but it costs a little more everytime you upgrade whatever tower.
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Okay. Pressing escape won't make the map scroll around and break the game. The generators are placing / upgrading properly and affecting towers properly. mykael and Jade_E - thanks for your suggestions and bugs. There's no zooming out now or planned since it already works computers pretty hard and zooming out will add a lot of processing. It actually only renders what is on the screen so at any given time only that tiny area you're looking at is what's drawn.
sinboy - needs to be finished before it should get badges. :P
oldgamer - yeah that's on my todo list.
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OK, I need to go to sleep, last one for now. While a tower is selected, you can mouseover to see the range for towers built after the selected one, but not for towers built before the selected one.
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Bug - unable to reach second map. High Helm in Red, other place in Yellow. Play through 20 Level 1 waves on High Helm - back to world map, but place in Yellow still not unlocked.
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Here's my observations now. The map jumps around bit if you move it by clicking the minimap during the initial zoom in. The total kills counter doesn't reset [Update: It doesn't reset if you win, or quit, but it does if you lose]. If you're dragging the view on the minimap and the mouse goes off the edge, the map will not be dragging when you move back on, but will still move to the last spot when you release the mouse. You can't switch the targeting mode on a tower while it's being upgraded. When the enemies enter the map, the area to click to view them is perfectly aligned with their graphic. As soon as they make the first right turn, their clickable area moves up above their graphic, and stays there across the second horizontal stretch.
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Thanks for that wildwombat. I can reproduce the bug which means I'll be able to get it fixed. There's a speed button in the game menu (click menu top right when playing).
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needs a speed setting as it is very slow. If you push escape (trying to cancel building a tower???) the screen shakes and it is then stuck scrolling left.
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Balance will be the last thing I work on, there's a lot of little things to fix and a lot of stuff to add, trying to find the right balance would just be a big distraction right now.
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Great work so far. Looking forward to seeing the next level. I beat level one on all 3 difficulties without losing a life, just by spamming cannon towers (with the exception of an initial arrow tower on hard), but I don't know if you want us to worry about tower balance in this build. I agree with a lot of the suggestions so far (upgrade indicators, staggering the enemies so you can see them all, and range increases in particular).
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I'm pretty sure there's a bug changing levels. I'm just fixing up the generator bonuses bug and then I'll check it out.
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While you contribute your worthless opinion plenty of others have provided valuable feedback and suggestions on how to improve it. That's what beta testing is about. Now go tell your mommy you learnt a new word.
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WASD is a bit of a problem, some of those keys are already being used for the menu buttons. Confirm window's a good idea pete.
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good game, maybe check your Damage percentage stacking for the Generator towers. I had one tower in range of three generator towers, and it only showed 20% bonus damage. Good overall.
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You need a speed up button, but this is a great start to what looks like it is going to be a decent Tower Defense game
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A confirm window would be nice for right after the sell button, which I accidentally hit while trying to quickly adjust the targeting. A graphical approach to the upgrade levels (like filled bars or something) might be an improvement. The maps seem rather large for the nature of the challenges and practical number of towers one might use. The sell values are questionable. I don't know that I got ANYTHING back from a sold poison tower. The level didn't end in any way when I finished the last wave; maybe because some of my towers were upgrading. Don't know. Also, I could only play one map though your description states that two maps are complete.
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i dont know if it's just me but it keeps scrolling to the left. so i cant build or see anything.
other than that this game is bad ass. the ability to add elements to the basic towers is pretty sweet.
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Buff tower doesn't need targeting preferences. Also buff tower doesn't indicate how MUCH it actually adds...which makes deciding if it's a good value very difficult. Would like to see some small indication of which way the creeps travel BEFORE the first level starts. Creeps are mega slow...after a few levels (especially when saving up for something) it would be nice to speed things along a little...as an option.
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Great take. Love the theme, love the graphical attention. Few suggestions: Would like to be able to see the advantages of any particular upgrade more specifically in the rollover info panes. Wonder why the second upgrade is the same price as the first tier (in Easy). Would like to see my upgrade progress speed up when I advance the next way (space bar); as it is I must wait if I want my towers to be upgraded by the time they reach. (More comments as I play further.)