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Robots vs Aliens: Tower Defense prototype

A topic by Gerry created 9 days ago Views: 170 Replies: 10
Viewing posts 1 to 7


Hi, we recently released a free prototype of our game: Robots vs Aliens - https://devgerry.itch.io/robots-vs-aliens 
We'd like to get as many feedback as possible on balance/bugs or any other things you think it's worth to mention. Go wild and be super honest!

It's a tower defense highly inspired by the Plants vs Zombies series with a little twist in resource management. Your bots consume battery charge so you have to properly balance the activation of your defenses.
The game contains a tutorial + 6 levels and it's meant to show the basic principles around the game. It best runs on browser desktop. Mobile hasn't been tested well enough yet.

(+1)

A played a few minutes, here are my thoughts:

  1. Starting menu, UI and graphics is nice in style and presentation, well done.
  2. The tutorial explains mechanics clear enough, I did not have any trouble with understanding.
  3. Since this is obviously 'Plants vs Zombies' with a twist, I will make a few comparisons.
  4. The 'need energy always' trick is interesting and original in principle, but see below.
  5. The gameplay is *very* stressful compared to PvZ, the need for constant switching makes the game much harder and requires vigilant attention to hard-to-see details (i.e. which exact lanes need switching on/off. For me personally, this effect made me tired at level 3(!) especially since the difficulty seems to ramp relatively quickly.
  6. I would suggest altering the UI to make it *much* easier to see what is going on
    1. highlight on/off state of robots much more prominently, something like full recolor to red/grey.
    2. highlight the lane under cursor
    3. highlight the 'wrong state' robots, i.e. turned on then there are no enemies and turned off then there are.
    4. indicate drain vs income of energy very clearly (something like green/red parallel bars), so player can see at a glance how many panels he needs and how many robots he may afford
    5. reduce the number of lanes in starting stages, use it as part of a difficulty ramp
    6. add 'active pause', at least as a global 'easy mode' option
    7. recolor part of the timebar instead of using just an arrow to indicate current time
  7. I understand that this is probably just 'not done yet', but make it possible to continue game from the point I left, not from the beginning.

Good luck with your project!

(1 edit) (+1)

Thank you for your answer. I'm glad that most of the points are similar to other feedback we got internally and also from other players. Especially the highlighting part.

For the stress level, I think the major issue is that Plants vs Zombies had, from a narrative point of view, the slow zombies involved. So there's plenty of time for the players to react. It's quite the biggest difference between the two. It's way more frenetic ( and not in a good way ).

Just released a little patch that brings quality-of-life tweaks, clearer visual cues and the ability to pick up right where you left off

  • Continue from where you left off: Added a “Continue” button to the main menu so you can jump back into your last session.
  • Persistent settings in the web build: All menu choices and options are now saved in your browser.
  • More scraps per base alien: Increased scrap drop from base aliens from 10 to 15 to ease early progression.
  • Slowed time in build mode: Building now triggers a 10× slow-motion effect for a more relaxed placement phase.
  • Disabled bots greyed-out: Inactive bots are now visibly greyed out, making active units stand out.
  • Row highlighting on hover and placement: Hovering over or placing shooting bots highlights the corresponding lane for better visibility.

The game is fun, but Level 4 (after the no scrap minigame) is really stressful. And I agree with most of the things AISoKnown said.

Good luck on your project, it's really well done :D

we definitely have to tweak that level! 😆 

(2 edits) (+1)

I tried the game again, and I like most of the changes you did.

After 4-5 attempts I was finally able to finish the level 4, but is was more out of stubbornness than fun. The only way I was able to do this is using 'pause on buy', which, although very awkward to use, was at least making the game playable.

...And the very next level is "impossible" again, and this time the pause is unavailable since there is nothing to buy!

Please add true active pause, or just decrease difficulty.
The game certainly has potential, but currently it feels like one of those "I Wanna be the Guy"-style masocore games.

thank you again for the feedback. Playtest is such an important thing. This is just another usecase which is showing that. I'm gonna decrease the spawn rate and tweak down the difficulty in general.

(+1)

LOOKS SO GOOD

(+1)

The game is really fun. I only played PvZ a couple times, and this seems more on the challenging side, which suits the "90's arcade" general vibe, and i like it.

Two things I didn't like:

  1. restarting the Teleport level has me looking at the "tutorial" for the teleporting enemy every time, having to wait did bore me quickly (I had to try I think 5 or 6 times to beat the level)
  2. I really didn't like the music. I guess this is very personal, but the soundtrack really got on my nerves quickly.

https://devgerry.itch.io/robots-vs-aliens/devlog/956760/minor-update-skip-intro-...
Added a skip button to solve the #1 problem.