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Decimation - Free Demo

A sci-fi tower defense game with RPG elements · By Duskblood

feedback after playing

A topic by Krisztián Kiss created 70 days ago Views: 74 Replies: 3
Viewing posts 1 to 2
(+1)

First impressions: I really like the menu screen, it shows off the graphics well, and I'm a big fan of early 2000s-style visuals. It's a Unity project, so I was pleasantly surprised that my PC didn't immediately start doing a loud vacuum cleaner impression. Performance was solid... until suddenly, mid-first-level, my PC decided to take flight. That's not a huge deal, I don't have a great rig, and I've worked with Unity so I know optimization is a pain. (I just wanted to say: I hate Unity ^^)

Gameplay: I like the premise and the story setup. The tutorial is well-done (not to brag, but I didn't really need it, haha). Moving into the game, I noticed the story goes pretty deep, on the second level there were two dialogue windows on screen at the same time. I'll be honest: this is a personal preference, but I don't really understand why so many tower defense devs want to tell stories. I don't think TD is the best genre for storytelling, but that's just me.

The first level was no problem. The second level made me retry. I thought I was doing okay then there was a spike mid-to-late game, or maybe I'm just dumb. Hard to tell with difficulty balancing, as we discussed! :D (but you doing a much better job at it than me)

What I loved:

  • The hero mechanic and control is great. For me, it's important to have something active to do during waves in a TD, and this nails it. I even found myself wishing I could control more units. (like an rts... will get back to that)
  • The game is already very polished no jank here.
  • Great sound and music. I'm starting to appreciate this stuff more now that I'm doing it myself. Sound design is hard.
  • The tutorial explains every little thing, makes it easy for newcomers to get started. Handholding done right.
  • Upgrading towers (between levels I mean) is nice, sense of progression, always liked that in tds
  • The random effects are fun. I don't know what this game mechanic is called, I think Vampire Survivors started it, you know "here's 3 random powerups choose one you like" now bunch of upcoming td games have this
  • Difficulty is ramping up nicely

After playing, I checked out your YouTube channel and learned that this was originally an RTS project! I knew it! That makes sense, the game feels like a custom map mode made for an RTS.

Things I think could be improved (in MY opinion!):

The game needs more spectacle. Right now it feels a bit bleak

  1. The ingame graphics feel... dull? I don't know what is the right word, or how to express it. The game feels like a serious, zoomed-out, hardcore RTS, which might not be ideal for a TD aimed at a wider audience. The title screen looks so great, gave me a warcraft/starcraft kind of feel and I expected that in game too.
  2. Camera zoom. We're pretty zoomed out, and I'm not sure why. The maps are just a little bigger than one screen, so why not make them exactly one-screen-sized? (To be fair, I don't know how large you're planning to go with future maps.)
  3. Enemy spacing. The enemies follow their path too closely. Spreading them out more would give a more menacing, chaotic effect.
  4. Visual effects. The towers could make BIGGER booms. Go ham on the FX, explosions, impacts, particle effects. Really juice it up!

My suggestions:

  • Remove crafting and inventory or just really simplify it. I think you've nailed the core mechanics, and you clearly have a knack for game design and balancing. I don't think you need this extra mechanic, a handful of upgrade modules will do. Right now this part feels a bit bloated.
  • Make the UI more "slick" and intuitive—so even a mobile "gamer" could find their way around easily. It would be fine if it was an RTS, but then again, it depends what audience you are aiming for
  • Again, the visuals. Make the towers chunkier, stand out more from the ground, and the effects more... MORE! :D
  • Don't worry too much about the story beyond providing basic context. (Again, this is my personal preference.)

These are the changes I'd make if I wanted to sell it to a broader audience. But you know, I'm just one guy, and as far as my achievements go, my opinion ain't worth shit. :D This is obviously a passion project, so maybe you don't want to change any of these things because they're exactly how you envisioned them. I'd totally get that too.

( I tried to organize this into some sort of review, but I ended up going all over the place, sorry about that.)

So, to end it: This whole project is already massive and well made. I can't even imagine building something this big alone. Keep up the great work! I hope I see this game fully published someday!

Developer

Thanks so much for taking the time to write your impressions Krisztian! Really means a lot to hear your thoughts after playing the demo. Yeah, as a fellow long time gamer, personally didn't want to do tutorials myself as I'm content with figuring things out through trial and error,  but I found through playtesting that I was losing people because they didn't immediately realize certain mechanics and were put in a bad spot and just tuned out of the game hehe. I totally get the spectacle portion. It turns out I was/am so careful about optimization that I didn't want to do more bombastic effects off the bat, but now that you've said it, I'll do my best with the next three turrets and next hero to make things more visually appealing. For the level design/visuals, I did one pass of improving and adding certain assets to make them feel more lived-in but I definitely agree that I need more visual storytelling to make the levels feel more like a warzone. Storywise, I'm one of those guys that really loved how a good story can really carry a game. I'm just a sucker for things like KOTOR, BG and Dragon Age where you latch onto certain characters and just push through the game to see where it ends. This is my humble attempt to re-create that kind of atmosphere (storywise). This game's story has been brewing in my head for over a decade and I've had time to figure out where I want to go with it. But yeah, I do agree that it might be distracting to see dialogue boxes when you're focused on the action :) Your opinions made my day! Achievements-wise or whatnot, to me, you're that one guy who, through this entire two weeks, downloaded the game and bothered to give his two cents about the game and bothered to post and that means a TON to me :) Somehow, if I made someone feel something good through the game, at the end of the day, that's how we as devs feel fulfilled. Thank again for sharing your thoughts, and I hope you stick around for the next installments! Cheers!

I'm glad it was helpful! :D

By the way, if you're interested (and maybe you already know about it), there's a Discord server called Weird Chicken Games. Almost purely tower defense developers. Small but active community, relatively speaking, considering it's made up of game devs and they spend most of their time working :) You can find some people there to try your game and they will be interested in your opinion on their projects

I'm not a Discord fan myself, but it's the platform where everybody ended up, so here we are

https://discord.gg/dY2ZV2yn

Developer

Thanks for the Discord invite! I joined up ^^