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I am not completely sure about it, but I feel like the preview of the attack range of the enemy units might be slightly bugged.


I am 70% sure that it showed a certain area as "not targeted" and I got, immediately after, targeted in the same area.


During the next round preview, however, it was properly shown as targeted,


I have the feeling the reason might be found in the levelling up of the enemy units.

Does it happen after my path is done?
Maybe I was not shown that the enemy mage had a bigger range due to its evolution not having happened yet on the map?

If I am not imagining things, I feel like I should suggest making the evolution happen before my "shopping phase", so that I could plan accordingly my path.

Still, have a nice day and a great Sunday!

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Thanks for the report, I'll give it a look and see if I can reproduce. Do you remember which defender unit it was? The defender upgrades happen after shopping phase, but before what I call the "planning" phase where you can view ranges before moving your snake. There shouldn't be any situation where the ranges shown while you can move your mouse and see them are different than the ranges experienced during the level.

I'm going to be making another pass on range displays soon, so let me know if you have any other suggestions. I'd like to add some more data to the planning mode like damage from towers and maybe even damage per second on the tile. I could also add a toggle to show all tower ranges at once, although sometimes when you have too many overlapping it gets hard to meaningfully understand.

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I have the feeling it might have been a mage.
Still, I can't really say for sure.


To make the planning section easier to understand, I would however suggest the use of different colours to represent different units / different levels of units / squares targeted by more units.

Honestly, shades on red on top of other shades of red felt a tad  overwhelming and I ended up relying mostly on instinct.

Also, as Melee Units felt the most dangerous, I would suggest something like a small white border around their range to make planning around them more explicit.

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On the topic of showing every attacked tile at once, I am in disagreement.
Honestly, despite the issues I had with red on top of red,  I felt like moving the mouse across the tiles looking for the best path was not bad.

I believe having the opportunity to already know every turret's range with just a click would probably feel less rewarding than moving the mouse across the tiles.

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All excellent ideas, thank you!