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.
Viewing post in Goblins vs. Fishfolk jam comments
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.
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...
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.
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.