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(1 edit) (+1)

Hey, thanks for giving Yurei a go. So here's my feedback:

Art:
Really like it. Clean and easy to understand. The whole color theme is well used with the slimes. The transitions are polished, UI also does a great job. Some sounds when trying to buy a tower when you don't have money would be good.

Audio:
The music is great and the sound when the enemies appear is good as well. The sound when an enemy gets through and you take damage is kind weird like a glass shatter.

Design:
For starters the levels. The easy one should be made waay easier. Like, only have two towers types and one type of enemy. If you get your current easy level and break it into 3 and 4 levels with a good progression in-between that's gonna feel much better. 

Also, the tower costs don't make much sense. If the grey one hits all colors but deals less damage it should be cheaper. You could also signal damage more clearly. Like "Low-Mid-High". 

Being able to place a tower anywhere makes it difficult as well. If you went a route where each level has pre-defined spots of where towers can be placed would also make the game easier to get into. 

Overall:
I liked it. I see a lot of potential and the use of color is a nice hook that opens up to new ideas. I'd recommend focusing on the design part before moving on with the game. 

Hope it helped. Keep it up!

Deleted 4 years ago

Actually, one question, because I played easy mode again and it still feels perfect to me-- by "one type of enemy" do you mean only one color, or only one size?

Yeah, I think you can break the complexity of it in 2 or 3 levels. So the player can get used to the options more gradually. 

Hm, would switching between two colors really be much easier than switching between three? You only have to pick one tower color per wave, so it seems like it would be relatively the same amount of challenge, just with one fewer menu option.

But if a lot of people asked for the color red not to be in easy mode, for example, I would definitely do it. I just need more data and opinions!

I mean game design wise you want to make it super easy to get people into your game. The first few minutes is the most crucial. So you can delude the tutorial into a series of simple levels where people will learn by playing without much effort.

(+1)

Yeah, i actually ended up going in and completely revamping the tutorial, making it more interactive and walking the player through real gameplay. Good advice!