I’m glad you enjoyed it and thank you for playing c:
asthesus
Creator of
Recent community posts
By tooltips in general, did you mean tooltips when hovering over towers, or were you thinking of something else? - I didn’t think of that, but I like that idea, as well as showing the range when hovering over a tower.
I’ll look into the colours of the shadows as well. Thank you for trying it out and for the input!
There’s still some improvement to be done for the cover in general, but this is exactly the kind of font I was looking for 😌
I think I’ll use it for this project as well, along with your Uncial font, as you can see (colours of the interface are still a work in progress, and I need to fix the anti-aliasing on the x-axis for the smaller text)
Thank you!
The traits each organello can have are
- Healing, how much energy it spends to heal itself (organellos constantly lose integrity and need to heal themselves to survive)
- Nurture, energy given to offspring
- Fortify, the starting integrity given to offspring (requires more energy)
- Breed, how much energy it will attempt to breed at
- Speed (moving faster takes more energy)
- Foodsense, how far it can sense food
- Entity sense, how far it can sense other organellos
- Fetch, how far it will go for food
- Hunt, how far it will look for prey
- Prey min energy
- Prey max energy
- Attack power (attacking harder takes more energy)
The traits also have sub-traits which are multipliers affecting how the trait responds to changes in the environment. For example, the nurture trait has multipliers for current integrity, current energy, abundance (how much food is nearby) and crowdedness (how many organellos are nearby). The multipliers also differ from organello to organello and mutate with reproduction, making some more willing to reproduce while more entities are nearby and some less, some just move slowly and try to collect nearby food when they’re low on energy but move further when they have more energy, and so on
I could have done a lot more with this, but this was a learning project more than anything else and it’s very poorly coded and organised, so it would be better to start all over, which I do plan at some point
Yeah, was trying to set up some scorpio towers for that, but found it difficult to be able to afford the maze for it at the same time. Though I’m sure there are many ways to do it and I just wasn’t clever enough :p
I figured that’s the case for the camera movement. One easy fix would be to divide camera speed by game speed, so if game speed is 0.5 the camera goes at 2x speed to compensate, at 0.25 it goes at 4x, etc.
This is a beautiful game. Coincidentally I just released a maze building tower defence also inspired by Warcraft 3 games, but yours is much prettier and more elegant looking in my opinion.
I couldn’t manage to get past the first wave with the brown wolves after a few tries, but had a lot of fun regardless.
The camera panning changes depending on the game speed which doesn’t seem intended. I was also able to build where the enemies would spawn, but not sure if that’s a bug or intended.
Arcadia gives the player new ways to affect the path enemies will take, aside from just blocking it.
My plan is to add more of that type of path manipulation as the main type of innovation in this game, along with more familiar staples of tower defence games.
So far I have made over 25 unique towers, with more to be added.
Trade gold for wood, stone, glass, iron, bronze, and silver. Sell the resources for more gold than you bought them - or - use the resources to build your kingdom! Structures built will give you passive gold income. The inspiration for this game is the classic board game “Stock Ticker”, combined with the idle game genre.
If you make enough gold, eventually you can start a new colony, unlocking permanent upgrades!
If you try it out I’d love to know your thoughts, including any constructive criticisms you may have. Thank you for reading! 🙂
Immediately blown away by the quality of the art and crispness of this game. Just lining up those shots is addictive, to be honest I didn’t pay much attention to the effects because finding the best ricochet was so satisfying. Though I’m sure it gets even better when planning out the effects correctly.
Looking very promising, I especially love the princess sprite and the sprites are good in general. The gameplay is pretty simple but solid and fun. I got as far as jumping over the creatures, and I saw “To do: Invest in virus protection” but I couldn’t figure out how to do that (if it is in the game yet).
Some small issues I encountered:
- The game is too big to fit on my monitor even if I full screen it. The left and right sides of the game get cut off.
- Some of the ‘spam’ windows have two Xs in their top right corner.
The movement seems pretty buggy. I wasn’t able to get off either of the ramps after walking onto them. I also couldn’t figure out what I was supposed to do after lighting the first brazier and climbing up the ramp that was raised.
Seems like an intriguing project, though. I look forward to seeing where it goes.
This is a great start! I love the art style and it’s a solid gameplay loop. Had to stop playing because there was no progression and the enemies didn’t seem to be coming any faster, so it got a bit repetitive.
It took me a minute to figure out that I had to press the space bar to start the game. It would be great if the Enter key worked as well, or at least if some of the controls were in the description for the game. I don’t see the point of the “exit” button.
Adding sound and some form of progression would go a long way.
I’m sure it is but I’ll settle for 4950 for now hahah, might come back and try some more later. Also this game helped me realize how much of an impact high scores can have, not that the game isn’t compelling on its own but the high scores make it much more compelling. I’ll have to use high scores in a project as well.
Fantastic game. I played through three blends. I still have pretty much no clue what I’m doing. Most items seem to not do anything? My attacks seem too weak to kill the enemies? Why would I want to dig and build? I couldn’t answer these questions but had a great time regardless. Well polished game for a prototype.
Very crisp feel and look. It’s satisfying to pick up a bunch of crystals at once, and I like the controls, especially how you can move backwards just as effectively as forwards. Mastering the movement is an essential part of the game without being too frustrating to do so. It would be nice if there were some more types of upgrades. Great game.






