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recorded impressions ^
I fall into the bucket of people who didn't realize that there was a gem mechanic :V
Hey AlloyedThanks so much for your time dude, this is incredibly helpful. Probably why you do them ;)I think you'll get more of a kick once I've fleshed out the more strategic mechanics x
This was pretty fun, although I had no idea what I was doing until the second time. Need tooltips on the buttons, or maybe a giant how to play image instead of hovering at the start.
How to play image is actually a really good idea, thanks for your feedback
Great game! It reminds me of an old browser tower defence which name I forgot, where you also had to place gems and level them up. The randomized maze is cool, but I wish it had also some premade levels that were more puzzle-like. I had great fun!
Gemcraft TD! Great game, I took inspiration (see: stole ideas) from that game to help me make this but with more of a roguelite twist. Premade levels could be a good idea though, thanks!
I really liked this. Procedural is cool, and it's fun to see the pathfinding work, especially when you have a giant alley of turrets and you force a crab to march back through it again by placing a wall. This is really fun, I never knew what the fourth slot did, but I thought even the 3 basic tools provided were enough to have lots of fun. With limited resources, it almost seemed like a more puzzle-y take on tower defense, I liked it a lot
Hmm It's a big flaw that so many people don't realise what it's for, given it's the main focus of the game!
The player can create gems which amplify the abilities of a tower and grow over time, gaining new abilities.
Okay, had to go back and play again, that just makes it even better. Also realized I could control where the towers aim and add upgrades this time, loads of fun. Got this error after one of the waves http://imgur.com/a/kLvt8. Great stuff
Yeah I'm a dummy and didn't check my code or playtest it. That's fixed in the current live version.
Curses, I was really looking forward to just putting walls around the checkpoints, but my plans were thwarted.
Procedurally generated tower defense is an interesting idea. The one thing I disliked in the demo was that towers were limited, otherwise I would have had a hard time to stop luring crabs into death traps.
What do you mean by luring them?
I'm thinking of making unlimited towers that scale in cost. Otherwise I think the player would just build 100s of tier 1 towers and never need to touch the gem side of things.