I was not aware of "crosspathing" I see Baloons TD has it, I'll need to play that one. I was thinking about having different upgrades to choose from but that would be for the "master woodcutter". For the woodcutter I personally love the ability to spam more buildings with one button :D Regarding performance I think it should be doable (the game at it's current state has almost no optimizations made - it's a POC).
Regarding new threats and enemies - someone else already gave this advice, you could go old school stronghold style where you had both economic and military missions but the military aspect would probably be just an addition. Seems like a good idea - probably invaders similar to the bad north :)
Regarding the linearity of the threat what do you think about having some monks that would pray or something and that would reduce the flood level?
For difficulty, you could try to have 3 but it's up to you where there is peaceful (just no enemies and a relaxed gameplay), normal (enemies are present and flood rises a little bit fast), hard (enemies are much harder and flood rises fast). Definitely!
The "weights" system also make it have a feeling from those roguelike games so you could try to expand them, and don't feel afraid of going extreme for it. Funny you say that because I was thinking today that the current ones are not extreme enough and kind of "meh" :D
It's up to you to expand the game especially if you still focus on the woodcutting theme, it's only how it is much more like a one-win game so improve on that part and good luck! If I decide to develop this the next step would be a demo. That would require some serious work as I would have to probably start fresh since the current prototype is one big spaghetti with lots of cheese on top :D Improve the models (the ones you see are my first blender models), graphics and have at least 3 levels, proper UI. Plenty of ideas.
Thanks again for the comment! Every input is very valuable at this stage.
Cold Plunge Games
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"I was very far from building the ark when the flood arrived, I probably should've focuse more on upgrading the buildings instead of building more of them."
Ha! That's supposed to be the challange and the replayability in one. You lose the game but you gain knowledge on how the game works. You play again and succeed, that was the idea at least (loved the challange in the king is watching demo). Learning the game should be part of the fun (but maybe it's not?).
"get some improvement on your next run after failure" That's one valid approach I'm considering for the game (*if I ever make it), either this or going full roguelike with procedurally generated maps (the bad north style).
The problem I have with this is that this usually means you have to fail on your first run because the game is too dificult without the upgrades and I personally would love to have the option to win the game/map on my first run (even if it is only theoretical).
For shortening the game loop - I guess you're right here. The idea for expanding the game would be that you have of course multiple maps. The first map would be a semi-tutorial one and it could last ~5min. Learn the basics, easy win. Then map #2 would be more hard.
Love the minimalistic design! Lots of potential :) ❤️ Thanks! Glad you like it!
"I lost and then won within the same run" - that's an obvious bug :D I'll fix it.
"Maybe the losing screen shouldn't come when the water is barely knee-high." - I think it's fine for the prototype but I'll keep that in mind if I decide to make this project into a full release :)
Thanks for playing and for the comment!
