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A jam submission

Vampire's Bullet Hell Survivor TDView game page

Submitted by Rendah Games (@RendahGames) — 1 day, 50 minutes before the deadline
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Vampire's Bullet Hell Survivor TD's itch.io page

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Comments

Submitted(+1)

Great stuff, and there's a surprising amount of content there, with the weapon upgrading to a next tier. Really liked the progression with the waves and the ability to try harder waves. Did not get the appeal of towers at first, but later realized they are life-savers. Still didn't get the wall building mechanic since they breat too fast, but oh well.

Large enemy fatality is VERY cool, discovered is by accident and tried to use as often as possible.

My only complaint would be the lack of tutorial, I guess - would've preferred to know about big guy fatality way earlier - could've saved my first couple of runs.

The upgrade and weapon variety is a lot of fun, though some weapons (like the crossbow) seem too situational, while others are way more useful (like a shotgun or a rocket launcher).

Great stuff, really enjoyed it!

Deleted post
Developer(+1)

No visual indicator for shots, no. I suppose I could do that for slower weapons, giving them a subtle glow or outline or something

>enemies stuck behind objects

I just added the "Fences" recently and made it so enemies try to path around them, which seems to be causing some problems. If it really seems like an issue I might just disable them as pathing obstacles so enemies run into them instead. That would stop the player from doing abusive stuff with it anyway

Thanks for the feedback

Reposting my questions of a different guy:

Were you able to figure out the UI for selecting/upgrading different structures easily enough? (Clicking structures to select them for moving/upgrades) It's been a massive headache making that UI not be cluttered while also being somewhat intuitive.

How did you find the difficulty curve/balance? Did anything feel too weak or too strong (strategies OR enemies)? How far did you get on what difficulty option?

Submitted(+1)

Cool game, I like the different ways to spend your money and the combat feels good. It ran smoothly for me, even on browser. My only issue is that it feels a little samey after a while, could maybe need a change of scenery: like new areas of the map opening up or moving to a new location every X waves. There's already a way to move your buildings around anyway but I didn't feel the need to use it when I'm staying at the same place.

Developer

>like new areas of the map opening up or moving to a new location every X waves.

I've been considering something like this, but was afraid it would be obnoxious forcing you to re-place your structures when you don't necessarily feel like it...

I had actually just decided that I'd make a bunch of maps selectable from the start that wouldn't change during the run, but I'll maybe go back and reconsider maps that open up, or moving you between maps after every other boss or something. Maybe I could do all three to some extent...

Thanks for the feedback

Some questions:

Were you able to figure out the UI for selecting/upgrading different structures easily enough? It's been a massive headache making that UI not be cluttered while also being somewhat intuitive.

How did you find the difficulty curve/balance? Did anything feel too weak or too strong (strategies OR enemies)? How far did you get on what difficulty option?

Submitted

The UI seemed pretty intuitive. The only thing I didn't figure out at first was that I didn't see the empty slots showing how many perks you can have but I don't think that was an issue. I am used to playing RTS games though so clicking on the towers seems natural to me, maybe not so much for other players. The other thing that took me some time to figure out was that I need to stand next to the towers to restock them. I wasn't sure at first if that showed their hp or what.

I think I played on normal with the timeslowing character and got around wave 23, I was still doing okay but I didn't have more time to play. It seemed pretty easy at first but the difficulty did ramp up towards the end and I actually had to pay more attention. I was mostly just using the submachine gun and I only tried the other weapons on the turrets, I picked 1 of each just to see what they do. I haven't played enough to be able to say much about the balance of the weapons and upgrades. My first impression is that spending most of my money on my main character is better than spending it on the turrets and I only spent money on them when it was way cheaper than the alternatives. The fences didn't seem very strong but I only started using them late so it could be because of that. I didn't notice any enemies that felt overpowered. The homing missile guys seemed annoying at first but I don't think they actually hit me. The other projectile enemies weren't too hard to dodge either. I think my biggest worry was to not get surrounded by melee enemies.

Developer

Cool, good to know, thanks again for the feedback

Submitted(+1)

Neat concept, I like the various mechanics involved with upgrading, maintaining, and swapping weapons with the turrets, make it much more involved than similar games in the genre(s).

Lags like hell on browser though, getting hit screenshakes for five seconds which might be related. Downloadable?

Developer

Thanks!

Just put up a windows build, hopefully that runs well enough, I've still got a big optimization pass to do at some point...