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(+1)

I did not realize that roads were directional for a while, so I just drew roads from top to bottom -like the example- and nothing happened and I didn't realize what the problem was. Gave the game some extra time to figure out what it was expecting, but even so, monsters love to clump near the middle of the top gate, where it takes until archer upgrade #2 to target them. Even focussing on just the bottom two towers and one of the top, focussing on the top after the bottom reach the 1st range upgrade, I was killed before I could then get enough of the other upgrade to kill the monsters faster than they were killing me. 

There might be more to this idea, but having unwinnable scenarios pop up so commonly and so soon prevents me from exploring it. 

(+1)

Hi Murder.

That's a really good point on the directionality of the roads actually, I hadn't considered that at all. We were basing it on Mini Metro, but I guess in that it's somewhat self explanatory and circular in a way this one isn't.

And yeah the balancing is basically non-existent unfortunately, sorry about that.

Thanks for the detailed feedback though, much appreciated 💛

(+1)

Yeah, in mini-metro the roads aren't directional because the trains travel both ways! I could see developing this in the mini-metro direction. 
Hm. Villages randomly popping up, with towers by them. Make a revolving track between villages to shuttle archers between towers, and then directed graphs from special towns/buildings to upgrade town buildings. Possibly get rid of the centralized producer. 

Not sure if what I see is what your vision is, but I can definitely see how a game would be developed from that inspiration and this base :)