Sensational sound and visual design. It has a great atmosphere. It took me a minute to figure out what was going on tho, but after that I managed to win. I'm curious if you plan on expanding this project. Keep up the good work!
Krisztián Kiss
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I'm glad it was helpful! :D
By the way, if you're interested (and maybe you already know about it), there's a Discord server called Weird Chicken Games. Almost purely tower defense developers. Small but active community, relatively speaking, considering it's made up of game devs and they spend most of their time working :) You can find some people there to try your game and they will be interested in your opinion on their projects
I'm not a Discord fan myself, but it's the platform where everybody ended up, so here we are
First impressions: I really like the menu screen, it shows off the graphics well, and I'm a big fan of early 2000s-style visuals. It's a Unity project, so I was pleasantly surprised that my PC didn't immediately start doing a loud vacuum cleaner impression. Performance was solid... until suddenly, mid-first-level, my PC decided to take flight. That's not a huge deal, I don't have a great rig, and I've worked with Unity so I know optimization is a pain. (I just wanted to say: I hate Unity ^^)
Gameplay: I like the premise and the story setup. The tutorial is well-done (not to brag, but I didn't really need it, haha). Moving into the game, I noticed the story goes pretty deep, on the second level there were two dialogue windows on screen at the same time. I'll be honest: this is a personal preference, but I don't really understand why so many tower defense devs want to tell stories. I don't think TD is the best genre for storytelling, but that's just me.
The first level was no problem. The second level made me retry. I thought I was doing okay then there was a spike mid-to-late game, or maybe I'm just dumb. Hard to tell with difficulty balancing, as we discussed! :D (but you doing a much better job at it than me)
What I loved:
- The hero mechanic and control is great. For me, it's important to have something active to do during waves in a TD, and this nails it. I even found myself wishing I could control more units. (like an rts... will get back to that)
- The game is already very polished no jank here.
- Great sound and music. I'm starting to appreciate this stuff more now that I'm doing it myself. Sound design is hard.
- The tutorial explains every little thing, makes it easy for newcomers to get started. Handholding done right.
- Upgrading towers (between levels I mean) is nice, sense of progression, always liked that in tds
- The random effects are fun. I don't know what this game mechanic is called, I think Vampire Survivors started it, you know "here's 3 random powerups choose one you like" now bunch of upcoming td games have this
- Difficulty is ramping up nicely
After playing, I checked out your YouTube channel and learned that this was originally an RTS project! I knew it! That makes sense, the game feels like a custom map mode made for an RTS.
Things I think could be improved (in MY opinion!):
The game needs more spectacle. Right now it feels a bit bleak
- The ingame graphics feel... dull? I don't know what is the right word, or how to express it. The game feels like a serious, zoomed-out, hardcore RTS, which might not be ideal for a TD aimed at a wider audience. The title screen looks so great, gave me a warcraft/starcraft kind of feel and I expected that in game too.
- Camera zoom. We're pretty zoomed out, and I'm not sure why. The maps are just a little bigger than one screen, so why not make them exactly one-screen-sized? (To be fair, I don't know how large you're planning to go with future maps.)
- Enemy spacing. The enemies follow their path too closely. Spreading them out more would give a more menacing, chaotic effect.
- Visual effects. The towers could make BIGGER booms. Go ham on the FX, explosions, impacts, particle effects. Really juice it up!
My suggestions:
- Remove crafting and inventory or just really simplify it. I think you've nailed the core mechanics, and you clearly have a knack for game design and balancing. I don't think you need this extra mechanic, a handful of upgrade modules will do. Right now this part feels a bit bloated.
- Make the UI more "slick" and intuitive—so even a mobile "gamer" could find their way around easily. It would be fine if it was an RTS, but then again, it depends what audience you are aiming for
- Again, the visuals. Make the towers chunkier, stand out more from the ground, and the effects more... MORE! :D
- Don't worry too much about the story beyond providing basic context. (Again, this is my personal preference.)
These are the changes I'd make if I wanted to sell it to a broader audience. But you know, I'm just one guy, and as far as my achievements go, my opinion ain't worth shit. :D This is obviously a passion project, so maybe you don't want to change any of these things because they're exactly how you envisioned them. I'd totally get that too.
( I tried to organize this into some sort of review, but I ended up going all over the place, sorry about that.)
So, to end it: This whole project is already massive and well made. I can't even imagine building something this big alone. Keep up the great work! I hope I see this game fully published someday!
I'm really fond the art style, messy but charming. I love RPG Maker games in general, and the premise and overall feel of this one really drew me in. The only thing that held me back was the screen going black every 2 seconds, after we leave the room. I absolutely hate that effect! :D Liked it overall, looking forward what y'all make next. Nice work!
Great character artwork and excellent sound design. The story builds well and has strong atmosphere. Ending on a cliffhanger... yeah deadlines are annoying, but now I want to see more!
My only critique: the game forces players to do things in a specific order. A bit more flexibility in how players can approach objectives would be nicer.
More depressing than scary, but the atmosphere comes through. With artsy games it's hard to give feedback. Solid execution, I think I have an idea what you were going for.
My only critique is the color palette—the mainly white tileset and white characters blend together and it's just not good to look at. A few shades of gray would've been welcome. Other than that it's great! It's the type of game smartass youtubers make video essays about.
Man... I wish you had more time to polish this. The fact that you went 3D is in itself impressive, and you nailed the fun spooky Halloween atmosphere with solid sound and visuals. I'm really fond of the core concept. Placing towers also defines the path for the creep (trick-or-treaters in this case), I don't think I saw this before.
Not a fan of the recharge system tho :D Towers burning fuel at a fixed rate regardless of activity felt frustrating. it would work better if they only consumed candy when actually firing. That small change would make resource management much more engaging.
I'd love to see this expanded into a fully fledged game with bigger levels and more tower variety. Great foundation keep building on it!
There is an indicator! A yellow ring is filling up around the cursor :D maybe I should've increase it's alpha value more. To be honest I hate testing my own stuff because I know how things work and what to look for. Making UIs and tutorials are the worst... Anyway thanks a bunch for the feedback! ^^
Zug zug! Hey thanks for the feedback! yeah boss behaviour is completely random, no time for fine tuning haha. would you be kind to give some feedback on my solo project too? :D https://septimus1213.itch.io/fission



