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Seems like you already have a decent foundation for a tower defense. I tried it on web and Windows. The web version definitely has some oddities (which you seem aware of), but I didn't experience any issues with the Windows version.

Tutorial:
- I think it's okay, definitely would be better if it was more reactive. My only issue with it was having me try to build a tower and then telling me I need money to do it. I think the concept is common enough that you can just have the player pick up the money and immediately build the tower.
- I don't know how much faith I'd put in playtester's claiming that Esc for pause menu isn't intuitive, that's been a staple of game design for 30+ years. Maybe for someone unfamiliar with PC gaming that would be odd, but it's the industry standard, so don't waste time worrying about that.

Feedback:
- The main menu was not clear, in my opinion, as I didn't realize there were game modes other than Tutorial on my first 2 times loading the game.
- The flying fish on the last round of story mode taking a different route felt a bit unfair. I don't think there was any indication that enemies could come from a different spawn, and I didn't have sufficient defense or money to stop all of them.
- I do think the theming is a little odd at this point, having an arrow and cannon tower next to a missile launcher feels a little odd. Nothing wrong with it this early on, but I'd like to see unique, thematic towers as the game progresses.

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Wow! That's great feedback! Really cool! Thanks for taking the effort.

I must admit, this tutorial was a struggle; it's quite hard to imagine any given individual to cater to... but with this kind of feedback I can really fix it.

I'm picking it all up on my backlog (README) as soon as possible.

I was thinking about a perch of attack pigeons before (in stead of the missiles)... Then the launcher-pads would be their perches, right? I have a lot of 3D modeling to learn.

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Attack pigeons would be awesome!

That is an impressive ReadMe file!

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Hi!

Just wanted to say thanks and let you know the Gull Tower release is now a fact. :)
Devlog on the gull tower

Also I kinda wrote a thank you to you all here as well:

https://renevanderark.itch.io/goblins-vs-fishfolk/devlog/787278/thanks-so-much-f...

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I uploaded a new .exe (not yet a new web demo) with most of your feedback. See the readme

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I like the changes!

A couple things I noticed this time around:
- Would love a way to speed up time. On the last round I was clearly good to go, but had the towers a  little far from the start so ended up just sitting waiting for a couple of minutes.
- Volume options would be very welcome, and are really easy to setup with Godot.
- Include a way to run. Games without sprint just feel wrong to me!
- Some way to interact with the enemies, once of the unique things about this vs a lot of TD games is that you have a player character, so use that to your advantage as much as possible. I absolutely surf the turtles the entire time they're on screen! I think you could do some really cool things with enemy interaction. I imagine something like grabbing onto a flying fish to get a speed boost glide.

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How about Spear Fishing? :D

...I also saved this little reddit feedback which I tought was really funny - for the story mode:
https://www.reddit.com/r/godot/comments/1e8ugca/comment/leasis1/


I will definitely put all of these bullets on my wishlist! ...time speedup might mess with my lo-cpu physics, though (allows more fish nodes), but never hurts to try.