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(+1)

I like the update. Have you considered traps as a mechanic? Reusable, resettable traps you can plop down? Could be a nice alternative to the player spending their gold on a tower.

Pit traps, bombs, glue traps. Maybe walking over one would reset it? It's a more active mechanic than the set and forget of a tower, but the traps would be consistent if you can have the enemies step into one.

The other thing about the tower system is that you could assign a feature to them that disables enemy spawns near them.

The main difficulty in this game is of learning where you need to stand. If you stand in the same place, the enemies will spawn in a predictable manner. If you move around a lot, enemies can spawn directly on top of your towers, or right in front of them inside your lines.

They're programmed to appear outside of your line of sight, so you can get weirdness if you run out to collect points and then walk back to find they appeared and wrecked all of your guys.

Could it be a thing that they all appear from the edge of the map and then gradually move towards your position? Then the defense aspect would always be consistent.

You could mix in some flying enemies who can soar over obstacles to keep up a steady amount of pressure on the player.

And add a climbing feature to some enemies. I think it's really cool how they can get stuck on things, but you wouldn't have to worry about pathfinding as much if they could group up and then climb over each other's heads to get over something.

As far as the power ups go, I think they're balanced. I personally like the one that lowers your spread. Being able to effectively snipe enemies and make a wide stream of arrows hit where you want them to be a highly useful tool.

And it apparently upgrades your speed, too? I assume this is the speed that the arrow travels? It doesn't seem to increase firing speed like the shoot power up does.


The only one that feels like an oddball to me is ice, because the others all have an effect that kills. Fire creates massive explosions. Acid was so powerful you had to make it work a limited number of times. 


And then we've got ice. Perhaps it could apply a frost bite effect that makes enemies unable to attack until they warm up? That's something an ice specialist would love to have. It means they have more chances to protect the portal. The guys can't hurt it if they're still chilled and are blue.

Thanks again for the update. This is my most anticipated game, and I'm always happy to play it.

(+1)

Thanks for typing all this up, great feedback here!

Traps are an interesting idea, how are you thinking they'd be distinct from towers? Would they get used up as a minions enters (or multiple of there's >1 activations), then you get your coin back? I can see that being useful when/if I add routing to towers, so you can create trap mazes.

Great point about the screen edge spawns causing problems with towers. I'll consider having them spawn from the map edge, but I'm worried it would create situations where the action is too far away from the player (especially if they get stuck behind obstacles).

Flying and ghostly enemies are definitely planned, both able to pass through obstacles!

The accuracy upgrade increases the arrow's travel speed, yes, not the player's walk speed. I find it useful for defending the portal.

Having ice slow down attack too is a great idea! I personally do feel it's useful, because it can slow down an unlimited number coming at you, unlike acid which can only kill a few. It however is less useful that fire because that's your real crowd control.

That said, I'll sadly be nerfing the fire effect. I was actually looking into some performance issues and realized it was mostly due to a runaway effect in fire spreading. Basically when a minion is in the process of dying, but not dead yet, fire could spread back and forth multiple times. This basically meant a minion who dies while on fire turned into a bomb that spawned lots of fires which spread to adjacent minions. It's kind of cool actually, and I'll almost certainly be adding bomb effects like this later, but it was actually a bug that was allowing fire to spread and wipe out whole crowds instantly.

Well, a tower is a guy who keeps shooting or providing a benefit simply for existing. A trap would require maintenance. If you place a tower in the right spot, he can keep shooting people and won't get into trouble unless an enemy bumps into him while walking towards you.

If you're running, and you drop down a tower, he's going to get shredded before he even gets off a shot. The thing about the towers is that they don't have a very far detection range. The enemy has to be within a few spaces of them before they can see them, and by then it's usually too late.

A trap would cause damage to an enemy, but then require you to reset it. You could walk over it to fix it. Or dismantle it to reclaim your coin.

There could be interactions between traps and towers, with a tower who resets traps.

A bit of a shame about the fireball explosions. Thought that was 100% intentional.

The spread power up is good. It's interesting that firing speed and arrow speed are two different stats.

(+1)

I'll be adding in an exploding arrow ability soon, so don't despair! I will also be implementing upgrades to the arrow effects so that the spread chance and speed of fire can be increased, more closely resembling the old effect as well (but without killing the framerate).