Defense Game
JGary321
Member Posts: 1,246
Early, early, alpha build. Just shows my project. Still very early.
http://gamesalad.com/game/play/8512
http://gamesalad.com/game/play/8512
Comments
1. What do you think about the moving background?
I actually quite like it Will there be aerial units?
2. UI is not finished, but how do you like the UI design?
Again, I like it - looks and feels like an MMO Toolbar, so should be pretty instinctive.
3. Keep in mind this is extremely early, but any other feedback is welcome.
Following on from the MMO Toolbar thing I mentioned above, perhaps you might want to consider:
a) A 'recharge' graphic - maybe increase the alpha, then decrease it as the unit recharges till it's solid again when ready to use.
b) The amount of mana needed to use the unit displayed next to or under the image.
c) Greying out the buttons (alpha again) on units you can't use.
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Since it's pretty early on, I don't want to shout out a bunch of suggestions (you probably have a lot of ideas already), but have you thought about the resource gathering much? Right now it's automatic. Maybe you could adopt something Plants vs. Zombies did and make the player have to actively gather the resources. That makes the early stages of building more engaging because at no point is the player completely idle. I'm sure you've got plenty on your plate as far as fixes and things to implement, but I thought I'd throw out an idea.
Keep up the good work!
QS
1. Haven't decided about aerial, not right away. If I add aerial it will be later.
a. Currently there is not recharge, it's more limited by # of units.
b. Great idea, believe it or not I didn't think of this, sometimes the simple things elude me.
c. Aha! I DID think of this one I did it with a previous game.
Nub
1. Thanks for the input on resource gathering. You will be able to upgrade your Tower throughout the game (on a strategic map). I was considering putting resources on each map or possibly have enemies drop resources, that you would use to upgrade your tower. Gives a customization element.
Now a question about design. I haven't completely figured out how I want leveling to work. Out of these options which would you prefer.
Each type of unit will have stats you can improve. Everything from walk speed to damage & HP & Def.
1. Give me stat points to spend on any unit I want anyway I want.
2. Give me 1 stat per level to spend on EVERY unit.
3. Make it experience based. So you get exp by killing & you 'spend' exp on stats. So that way you could spend on units at any time. Balance could be an issue though.
Pick one, & why, & if you can maybe make a suggestion. Thanks!
-JGary
http://gamesalad.com/game/play/8598
1. Fixed unit attacks. Before multiple attacks would not register on an enemy. They DO now.
2. Create a World Map. This will be the main way of choosing your battles. Tap the sword icon to initiate.
3. The game will start with 3 difficulty modes. More will be unlocked. Implemented all three modes. Probably won't make it past easy right now. Try it though
Still looking for some feedback from my previous post. Thanks.
Love the map! Very nicely done!
Couple of comments:
I didn't realise the game was waiting for me to press 'battle start' - I thought it was broken as I could still spawn my little critters, but no enemies appeared.
I tried to get past easy - didn't make it! ;)I think the enemies zap your tower a little too fast for comfort right now!
As to your previous post, there'll be a lot of balancing needed:
1. Give me stat points to spend on any unit I want anyway I want.
Yep, but you have to be careful that people won't make the 'wrong' choices and bulk up just one unit and make that invincible, making the rest of the units useless.
2. Give me 1 stat per level to spend on EVERY unit.
This will bulk up everything evenly, and would make for a more balanced, if more linear, game I think.
3. Make it experience based. So you get exp by killing & you 'spend' exp on stats. So that way you could spend on units at any time. Balance could be an issue though.
Probably the best way to go, but as you mention, balancing may be a nightmare :O
Doesn't help much, but very much looking forward to this! Nice one
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
As for balance, the game will be balanced around Defense of sorts. For instance, archers will seem pretty powerful until you come up against a High Armor foe, that only a melee unit with enough attack will be able to take down.
But at the same time, there will be some enemies with VERY HIGH attack, but maybe a low defense. So, go all warriors & you won't make it. Need archers to pick em off
These are some of the ideas I'm kicking around. Stay tuned, there's alot of updates coming soon.
Ohh, and the missions will be repeatable so you will be able to 'grind' if you choose. That way if you don't have the right units leveled you can always come back. The goal is for you to be able to beat Easy with any units. Med-Hard-Insane-Impossible will require leveling.
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
magic > melee
melee > archer
archer > magic
Sound about right??
1. Added Mage unit. Archer was added last night.
2. First glimpse of the Character screen. The C in the top right corner of battle map.
3. Added a sidebar that pops in/out when you tap on it. Check it out
NOTE: The sidebar will be where the different units active skills will go.
4. Still working out the kinks in the behind the scenes damage mechanics, but I think I got it this time.
Thanks the majority of the updates. There's more boring behind the scenes stuff I did, but check it out & as always feedback is very welcome.
-JGary