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A member registered Jul 12, 2021

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7zip nor RaR can extract it due to it containing a virus, hmm

I thought stat changes were intentional, which is nice. As you said, many Tower Defense games with combining gimmicks often are just so you have to spend more time playing the game (Padding) , with usually spending money to make it faster. But with the stats changing depending on the combination, it really allows a whole new level of strategy. It reminds me of the PvZ2 mod, Eclise. (Instead of leveling up plants, you can select tiers with different strengths and weaknesses.)

There's a different kind of challenge with this game, and it's the ability to control where the towers fire, without the need for the enemies to get within range. I agree that the some of the joy of a good Tower Defense is laying the groundwork, but most of it should be from the success of a great strategy. Mid-level should keep the player on their toes, but also allow them to prepare for the end wave.  (Which, understandably isn't coming, so I suppose this argument doesn't work here...) 

I like what you did to stop the AFK grind, which was the enemy that went straight for the towers themselves, and not only stopping the one hit, but blocking all shot behind it. It makes the player stop what they're doing to deal with it. I believe a way to challenge here, it to add special units the player must focus on. This is entirely okay, because the player has full control over where they shoot, but makes them unable to just leave it running for as long as they want. But then again, I'm no game theorist, so take that with a grain of salt.

For the mouse lock and lasers I have a few words. The mouse lock, in my eyes, is just there so the player can grab some towers without sacrificing DPS. But now that I think about it, having that struggle to let off the heat to get more towers, or risk getting overrun without those towers seems pretty fitting for what you have here. The lasers are pretty fun (and funny to be honest) and I believe you can keep it to one unit. If you  set a limit to how many Fire Ups the towers get, it'll stop the lasers completely. But here's the kicker, don't add the limit for the Scout. Seeing as they already have a high fire rate, they're the first to become lasers anyways. You get to keep a laser, but the players also can't make everything lasers, win-win!

To end this off, I have to say that it's nice to see an attempt to branch out, not many are too fond of changing to a different engine once they've been working with one for so long (myself included.) Unity's pretty good, not be the best one out there, but it's up there!


P.S. - I really didn't do anything, this one's all yours. Your concept, your ideas, your game. All I did was saying what I thought out-loud (or in this case, typing.) Anywho, keep up the good work!

I love how they just turn into lasers if you level them up enough.

I also loved the game, it's pretty fun, I even played it twice (To see all of the towers' lasers) I didn't expect the towers to have completely different stats, I just assumed that the second would add to the original. I'm glad it's not like that so there's more strategy with how you combine.

The game itself is pretty solid, I didn't have any problems, except not being able to buy a tower sometimes. (Which I assume is an engine limitation rather than a bug, because I had a ton of enemies on screen when it didn't work.)

Playing the game though, could be a bit neater. I'm not gonna blame you for the lag, it's to be expected in a browser game. However, it'd be nice to see when towers are going to shoot, so you can line up your shots. And it'd also be nice to "lock" your cursor so the towers won't shoot at nothing while you buy something.

Other than those issues, still a really fun and neat game. I'm excited to see where you take this concept in the future! Good work!

P.S. It seems that the game only runs on Chrome, I couldn't get it to even load on Opera (or Opera GX) I haven't tested Firefox, but I assume it'll run there.

Personally, the pool levels were my favorite, so I'd support the making of one of them!

For the plants, I find that the good ol' Repeater is better than the Threepeater. And although I love Spikeweeds, they can't be placed in the pool, so I'm gonna go with Torchwood.

They were trees? I thought they were giant mushrooms!

I'm not entirely sure what I'm supposed to do, but I really love the movement system. Keep it up, I'd like to see where this goes.

Good to hear, unfortunately my knowledge only goes so far in terms of construct, I really only messed with Snap! and JavaScript, so anything beyond general concepts are out of reach.

I wish you good luck on the project, not that you'll need it!

Nicely done, I have pretty much no issues with this one (other than my lack of skill).

Although I did encounter something, and I know you can't really fix this at the moment but I may as well tell you anyways.

On the bottom and middle rows, sometimes the puffshrooms refuse to shoot and instead become pacifists until one of them (placed before they stopped shooting) gets eaten. I can't really see if the ones I place after Pacifist Puffs start, but I assume that they don't shoot either.

Once again, I must say good job, keep it up!

What an interesting concept, I really enjoyed playing through it. And it looks wonderful too.

I like it, although its rough around the edges, it was pretty solid. Very cheeky of you to place the portal on the last level where you did.

Fair enough, it is a souls like. Just though it'd be some sick tech like Greatbow Aiming

Everything is working perfectly, nicely done!

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Mission complete! Except... The places where plants have been and weren't shoveled don't accept plants anymore.

Edit: By mission complete I meant that I can't trigger the bug any more

Just read your edit, I'm the one who volunteered to bug hunt in the first place, it's not a problem, no need to feel bad

Yeah, seems to be just when a plant gets removed, very strange.

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It seems a lot harder to get the bug to occur consistently, but unfortunately occur it did. Also, for a bit after the mine explodes, I have some difficulty placing plants in it's tile, was that the other bug?

Edit: After some more testing (and general clicking around) I think I have a hunch, I think it's caused directly by the potato mines. After they explode, after a few seconds, I can start making plant stacks.

It was from just now, I even closed my browser, hmm. I've got no clue what might be causing it, but the switching tabs thing seems to re-activate it again for whatever reason.

Legit, I was going to put that it might've been a layer issue in my first reply, but it seems it may not be the case

No problem, always glad to help. And do with that what you will, but in all seriousness, I kind of like the concept of combining "towers" in order to use space efficiently.

I'm no expert, but I believe it might be some sort of memory issue. I like to tab out (or in this case, switch tabs) to fix Youtube or whatever, and I think I found out what happened.

So, after placing your plants, I imagine that the plant takes up a tile, which disallows other plants from being placed there. However, if you were to switch tabs, the game seems to forget that those tiles are full, but the plants remain, allowing for Plant Stacks(tm).

I love the new plant combination gimmick a lot.

Jokes aside, this is actually pretty fun and enjoyable for what its worth.

This is actually pretty good, combat is a bit easy and clunky, but its still a good 5 minute demo. Good stuff. Kinda wish that you could crit in this like in Minecraft because of how easy it is to jump though.