Thanks for the feedback! It’s as you said it is pretty barebones with a lacking gameplay.
For the music, I was kind of mixing between two different tracks for the both the sides on top of the base track (it’s more noticeable when wearing headphones). Watching video, I guess I failed miserably at conveying that along with layering the audios together, haha.
Apart from that, I do agree that the game needs a lot more variety in audio along with SFX, which is severely limited as of now.
Same for the GUI, it’s pretty much a work in progress with only partial controller support as you said.
For the gameplay, I do get your frustration from the video. It was my first attempt at TD, a pretty bad one at that. I do need to learn a lot from the genre if I wish to continue on this game.
Units shouldn’t be placed where ever you happen to be looking at that particular point in time (The enemies don’t)
- For some reason I thought it’d be a good idea, that you could spawn knights behind the enemies, thus encircling them on both sides, lol.
Are the 1-4 units bound to 1-4 on the keyboard?
- Yes
I totally agree on the rest of your points on the units’ balance and broken game design as well. It’s painfully clear that I need to go back to the drawing board with this.
There should be some sort of progression that feels more ‘natural’ , we’re fighting the enemy and lose or win but then ‘nothing’. Let us push against the monsters, maybe a map where you’re trying to reach their main crystal tower or such to stop this horde.
- I was actually thinking of that, to take the traditional approach of breaking the game into chunks/levels rather than one big level where dying is the only option until you get strong enough (games should be fun not depressing after all).
I have noted the rest of your suggestions and will definitely keep in mind if/when I take this game idea ahead, in a new and better way. Thanks a LOT! The feedback was something I needed to get out of the rut with the future of this game. :)