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LeekJam

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A member registered Sep 04, 2022 · View creator page →

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So I tested the game on the WebGL version.

Overall, I liked the environment graphics and they feel ok at this stage. The car models however are too simple, especially given the fact that the player's car is by definition the biggest thing we can see.


I see a lot of room for improvement gameplay-wise :

The biggest issue IMO is the car's behavior. It really doesn't feel like we are driving a car, it looks like you applied a (strong) rotation around Y axis every time the player tries to turn, and it bounces back when the key is released. Car physics are very tricky to get right and I don't think you need realistic physics, but this is way too far from a driving simulation.

For the speed feeling, it would probably beneficial to play with the camera's FOV depending on the speed. Also, when turning the camera should lag a bit compared to the car rotation (if the cars turns left, then the camera sees a bit of the left side of the car), right now it's just at a fixed position. A speedometer would be nice too.

Also, I tried the "combat" mode but did not understand at all what was to be done, clicking on the mouse seems to do nothing.

I think you have a lots of runtime errors, my browser's console was spitting many errors, you probably need to check thoose.

Good luck!

Hello,

So I have played your game for about 15min and my main feedback is about game speed. I think it feels very slow once the player has understood what they have to do. When the bunnies are at work and the job queue is stable, there is not much to do while waiting for the ressources to stack and be able to build the rocket. Same during the first night, after the rat is defeated you have to wait 5 seconds for the night to finish, but nothing happen, so this is a bit frustrating.
Maybe a "increase time speed" button could help with this, or some additionnal actions to do during the day (maybe that's already on your todo list).

Regarding the story, it's not really detailled in game, I had to scroll down on your page to get the full context, you should push it a bit more in-game since you have worked quite a bit on it.

For the gameplay :

  • A tutorial with a set of actions to do could help set the village up. It took me a few minutes to figure out that you have to fill a global job queue, but I was trying to individually click on the bunnies to assign them to actions, which is not possible. This workflow should be made clearer when starting the game.
  • I think we have 3 bunnies when starting, but they are not visible in the scene, I saw only 1 (didn't see the counter at the top of the UI), so I crafted 2 at first, ending with way more bunnies than needed and 4 died at first night :D That goes with my previous point, understanding what to do at the beginning should be made clearer.
  • I am not sure which way you are going for the genre, but I think it would be nice to have some additionnal buildings, or research process, in the process to build the rocket. Right now it feels a bit too "easy" to build the rocket by only gathering wook, stones and carrots.

I liked most of the visuals and the UI, only the ground feels a bit flat to me.

Keep going!

Thank you very much for the feedback and suggestions.

The pathfinding is one of my main challenges and I definitely need to work on that, that's right. Same for the UI, still I appreciate that the tutorial system has helped you.
I have fixed the bug you encountered on the start of level 2, good catch! It seems to have been a specific WebGL issue but it made me rework a bit scene loading to make it cleaner.

I will definitely take a look at your game and try to help you back.

First of all, thank you for this very thorough analysis, that means a lot.

Double-clicking on unit for selecting all of them is actually already implemented, but not told through the tutorial and the click check is a bit too picky, I need to refine it. Also, you can manage the sound options through the pause menu (Echap > Options > Sound).

The option to switch between auto attacking towers VS going straight to goal is actually on my "ideas" list, I am glad to see you thought about it too, I will prioritize this. I also like your idea of counterplay in unit/tower behavior. I had some vague idea that I needed to do some kind of synergies but I couldn't figure it out, you brought in fresh ideas I need to consider.

Regarding upgrades, after the 4 unit unlocks there are also some meta upgrades for the units and gameplay. I indeed need a few more upgrades and balancing between their cost and the earning rate to avoid the situation you had. On the "in-game" upgrade points, that is a wording and tutorial issue. You actually gather "experience" during a level by destroying towers, and this allows to get some unit improvements between wave (using the "up" button on the right of the interwave screen). I will work on the UX and tutorial for this so it's more readable.

I will also add the QoL suggestions to my todo list (hotkeys, icons, performance, visual distinction of out of reach towers...), they are very valid points.

Thanks again for playing and for your advices!

Hello everyone,

Heroic Assault is a 3D reverse tower defense game in a medieval scenery, where you get to send the wave of warrior attackers into levels filled with defending towers.
I've been working on it since a few weeks now and I'd like to get some feedback with a playtest so I know if I am going into the right direction or if I should review my concept.

I am mostly looking for feedback about the game loop, and visual aspect (colors are probably to rework, I am not much of an artist...). The UI is very rough so... don't focus too much on it please :)

https://leekjam.itch.io/heroic-assault - Password : playtest

I have set up a 2 min rating google form to gather some feedback, if you could juste take the time to check it after your play, that would be lovely => https://forms.gle/CPGRK5Q1nVNf9Z6cA

I am also obviously very eager of various suggestions here.

Cheers,