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yeahh
for now ill just hope windows defender changes its mind one day
i really dont want to have to pay hundreds of dollar a year for a codesign

sandbox mode does sound like a secret stage i was going to make
just for testing and recording purposes
but i suppose i could make it accessible to players too

vacboom actually sounds similar to a concept enemy i have for stage 4
just that it explodes on death instead of on a timer like vacboom
i do have a concept for a stage where one of its unique features is that it has a long battlefield
maybe vacboom would work well there as i could time it to blow up by the time it reaches the frontlines
although id have it only damage the players units and not its own allies
the player may screw themselves over but i wont let the exterminators make that mistake hehe

thanks for all the feedbackk C:

Thank you again for taking my suggestions into considerations :) 

Sorry that this is whole back and forward XD 
BUT I had some suggestions for the left path for Mouse Trap final upgrades.

I had mainly two ideas that would made them more useful especially late game as I've noticed that they tempt to get destroyed quite often before having a chance to do any real damage, I've did came with a smart idea that you might like.


Pretty much the last two tiers I call "Camo Traps" Two variety of traps that work differently depending on your playstyle, their main benefit? INVISIBLE to common enemies, making them able to last in the battle longer as well making them more resource efficient.

Spike Trap - Shoots out bunch of spikes out of the ground dealing splash damage to all enemies, before slowly receding back to the ground. It is a slow but powerful trap that cannot be seen by most enemies and takes a long time to recharge, but destroys tanks VERY efficiently.

Barb Wire - Turns Bear Trap into a constant dealing unit that does Tiny amount of damage to the enemies but applies "Slowing effect" that makes them move slower as well take constant contact damage. Mostly useful for slowing enemies down but is invisible to common enemies thus able to support other units on the battlefield.

NOW this would all be great but it would certainly be broken, units with no drawback? Well that's where I had the idea for new enemy concept.

Specialist - A slow tanky Roomba with bunch of gadgets and tools strap to it, it thinks that is very smart and clever like The Scientist Roomba but in reality, they just learned to look down. Specialist Roomba's have the ability to locate and dismantle Camo Units, and destroying them instantly. On top Sniper Rifle Units will actually prioritize them to be shot down.

I do hope these will help out with the units and suggestions :)

I had a idea for a completely original unit myself later on, but again its your game and I am just really spitballing ideas here since I am enjoying myself so much XD

Thank you again and have a wonderful day.

damn you have a lot of good ideas LOL

and dont worry
i dont mind the back and forth
i appreciate all the helpful feedback

i absolutely love the ideas of spike trap and barb wire
didnt think of making a mouse trap variant undetectable
my original concept was to perhaps give 012 and 021 longer range
but your ideas fit in their place way better
(id say barb wire would be better in right path due to the faster attack rate)
instead of making them "camo", i could just make them ground units like glue mat
which in turn would let me make the next guy more interesting..

i love specialist too
we could name her specialist deconstructor or specialist dismantler
just to differentiate her from specialist rocketeer
and instead of being able to detect "camo" units
id give her the ability to attack any unit regardless of height
so that would include ground units like glue mat
and flying units like.. well those dont exist yet
(until maybe stage 4 hehe dont tell anyone shhhhh)

thankyou and good day to you too C: