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Can you tell me if mechanic is good?

A topic by Stoarch created Jan 23, 2018 Views: 236 Replies: 6
Viewing posts 1 to 6
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I developing game test release is here

Genre: tower defense + puzzle (composition of towers to large tier and bigger one) (+ visual novel story in future)

Please, give tell me - is this mechanic fun enough (droping towers, composing them to more powerful, calling to support) and which ideas you find more appealing and interesting?

Thank you in advance.

Admin moved this topic to General Development

Moving to general development since the questions board is for questions about

Thank you. Will post here in future.

Hey Stoarch,

I just randomly came across your post and figured I'd drop in for some feedback.  Keep in mind I only played for about 5 minutes as well as watched your youtube video.

The mechanic, to me, doesn't feel like it gives the user much choice of strategy.  I felt like I was simply spawning turrets as much as possible until I died, and I didn't feel like I have much control in the situation.  I want to feel like I can make different moves to change the outcome, and I felt like I wasn't able to do so (or at least I wasn't able to catch on to what the intended way to win was in the short time I played).

Hopefully that helps in some way.  You've clearly put a lot of effort into it, I like the timing of the music and the battle sequences - it just needs an extra something for the player to feel engaged in the strategy.

Thank you very much. I do not see it that way and now will reconsider options for player to choose from.

I tried to play it but didn't get very far. I have a rather small resolution on the laptop I had access to to try this out, so I had to play it on 800x600  fullscreen (since 1024x768 was too tall).

Anyways, the X coordinate on your button scaling is way off. It's not so bad on the left side of the screen (fullscreen) but the buttons on the right, I had to move my mouse about 100 pixels to the left of the button itself for it to be registered.

Thank you, this is new bug.

I will look at it.