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Upon reading your entry, it seems it was an intentional design to force the player to decide to build or save. Nonetheless, I had already given 5 stars on game design as I felt it was not a major issue and didn't impact the rating in the first place. I do think maybe this could somehow be clearer communicated in-game.

Okay so first of all, longest feedback I've gotten so far and I'm all in for it. I'm trying to take in all the feedback I'm getting and then I might be updating the game with everything I have gathered after the game jam so a comment like yours GREATLY helps me out.

You have a lot of cool ideas that I hadn't even thought of myself before, such as the tower tooltips, having upgrades be in a tree instead of in order, hover tooltips and the damn speedup being toggle and not hold (I have no idea why I designed it to be that way..). These are all changes I'm probably going to make if I have the time. A complete overhaul of the upgrade menu would maybe be something that I could work on. This would also allow me to add stats and other nice elements to know to the upgrade menu and just generally clean it all up a bit.

I have had the suggestion to make some kind of popup so you know what's coming during the next wave so that's definitely on the list too. The lightning tower was also one of the more forsaken towers if I can call it that, so I'm going to give it some more love in the future so it's actually clear that it can hit everywhere. (Also you are correct about the bomber, don't place it, it's incredibly weak. Mainly because of how targeting works right now)

Good idea about communicating the not being able to build in the storm thing. I might just put that into the tutorial too, it's only one extra line for Bert. 

I'm really glad you enjoyed my game it really means a lot to me to see people play something I made and enjoy it to the fullest! Thank you lots for this big feedback comment. I'll put your feedback to good use to become a better gamedev (and maybe make my life in uni easier so I can gamedev more TT). 

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Cool! Nice to see a fellow developer who intends to update their game after the jam, because same here! I have consolidated all the feedback and have applied them progressively, just waiting for the rating period to end to push the update! And yeah I really appreciate when people leave me detailed feedback so I do that for the games I play too!

If you're making the speedup a toggle, probably have that as a small button somewhere in the UI, not just to indicate if the game is sped up or not, but also having a button is better as not all players will read through the really long tutorial texts (or they may forget even if they read it, so the button reminds them of the feature existing) haha.

I felt the arrow and bomber were weak. If I may give further input: 

  • The bomber's splash range is really low even with the full upgrade - why would I build that instead of the Furnace, which hits 360 degrees, and in a much larger range? The bomber should stun enemies in my opinion, that way it has synergy with other towers, you know what I mean?
  • The arrow from the arrow tower was nice at first, but it travels really slow and will miss the fast targets pretty easily without proper target prioritization. It benefits the most from having target priority setting, but it doesn't really reward me for the effort to do that. I think the arrow tower could add a piercing debuff, that makes its target take more damage from other towers. Again, synergy.

I would also caution against putting too much text upfront. It's better to ease players into information where possible - I know, easier said than done and my game also could benefit from this tip - people who start just want to play and long tutorials, they tend to skip. haha

The bomber stunning is a pretty cool idea I'm sure to implement. I hadn't even thought about that haha, so thanks!  Making the arrows go faster could also be a fix for them missing so much, though I was also planning on putting in some more advanced logic for targeting instead of, oh there's the enemies current position i'mma throw my stuff there, you know what I mean. 

Cool idea about the debuff too, could be one of the upgrades in the extra pierce path for example. The speedup having a button is also a good idea so that might be something I add in too. And some more indications about the interest system because the amount of people I've had that just completely ignored it is crazy, and then they said the wave rewards weren't high enough... That's what the interest is for TT

Anyways, thanks a lot! I've gotten quite a few ideas from you now that I'm going to use. They're all written down and when I feel like it I'mma definitely start work on them!

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To be honest, interest is quite weak. The mechanic is a nice idea, but it isn't obvious admittedly or easily understood at first glance - only perhaps to veteran TD players, but not a casual audience I suspect? Anyway, since interest caps out at +10, it doesn't scale well late game when each enemy already gives +7 each, and enemies come in huge quantities. Killing two enemies basically gets me the max interest lol. And at 5000 gold, whether my interest is +0 or +10, doesn't make or break endgame.

As for early game, just my opinion but I feel it's not worth saving up for that minor interest because the early game is where every tower and damage matters. In fact, as Admiral Ackbar says... IT'S A TRAP!! Saving up for that slight interest cost me lives, which is a permanent loss for the entire game with no way to recover from (unless you add % chance to lifesteal tower). I'd rather not have skimped on a tower if I could place it in early game.

So while an interest-ing (pun intended) mechanic, it falls short in execution. Removing the cap will make it interesting for endgame builds, but can easily lead to a broken mess if unbalanced. It also works better for games where the towers with higher costs that can scale much further.

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Yeah I get where you're coming from and uncapping it would ask for just content increases in all sides really, more towers, more upgrades and making them cost more too. The whole thing really, which is very hard to do in one week. I'll definitely put some more thought into how to incorporate it way better after the jam is over.

Oh I also wanted to add that I just checked out your game and I realized I played it on the first day of the jam I believe. Absolutely amazing game and I played it for a rather long time if I remember correctly. I probably didn't leave a review as detailed as yours but that's because I'm generally not that good in writing out my thoughts about someone elses work, I try but it's pretty hard sometimes to come up with stuff haha.

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Haha that's alright and cool, I appreciate that you played it and left a feedback, and I remember it now! 

And no worries totally understandable, never feel the need to force yourself to do it! I think that ability will come eventually as I also was not such a person. Maybe it comes perhaps when you gain experience or become more critical of your own work haha X_X

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Yeah I looked through your profile and saw you already had a full commercial game under your belt, and a pretty succesfull one at that with the 1000+ steam reviews. This is my first gamejam so it's all pretty new to me, so I'm mainly here to learn and improve on every aspect basically. The more skills I build up now the more chance I have to go indie or maybe work in a small studio instead of a big corporation when I finish uni in 4-5 years, because that's always been my dream and I'm ready to do everything to accomplish that. Thanks for all the kind stuff I really appreciate it!

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That's a really awesome and wholesome goal, indies and small corporations are my preference too! I wish you all the best in Uni too (I'm assuming it's game dev related?).

Also wanted to add that for your first game jam, this is really really good!

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I'm doing a masters in computer science so not really game dev related but just more like programming in general (and math a lot of math). Thanks for the wishes and the compliments haha :)