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Ok so I played this for a long time (I got to wave 25 and the wheels were not really a threat still). I like this. I really like Tower Defense games where you can control the path of the enemies. I think it adds a cool layer to the gameplay. My frustration with your game was that the turrets would track the closest enemy even if they couldn't shoot it. This meant that creating an elaborate maze of turrets and walls not really worth it because my turrets would track through walls rather then shoot at enemies they had line of sight to. I'm guessing this is a bug and not a deliberate mechanic. I ended up building a two high wall all the way around the boarder of the play space and having column of turrets down the center with the flag opposite the entrance. 

I understand that you want this to be a mobile game and in that context the controls still aren't super great. You are going to need to refine this a lot to get the interface smooth on mobile. My frustration is when I am on mobile I have two thumbs and 8 fingers meaning I can be interacting quickly with two or more things. This was PAINFULLY frustrating with the mouse and only having a single interaction. I would encourage you to think of the user and the interface that they are playing with.  Adding keyboard hotkeys wouldn't break your mobile interface and would have made the movement and placing of things much smoother on keyboard/mouse.

I wish there was more here because in spite of all the rough edges I had fun messing around in your game. 

Thanks for the game!

Bugs:

  • Enemies don't path well when there is a full wall around the edge of the play space. I had to restart because they enemies were stuck.
  • If you have the flag placement button selected and start a wave you can continue to place the flag during the wave.
  • It seems if you delete a tower the cost of the next tower doesn't go down so if you want to move stuff around you can't. Ideally you refund the full amount spent on the turret (including upgrades) or allow folks to move them around.
  • I felt like the placement got a little rough nearer to the edges of the screen. I suspect there is something going on with your ray cast math there that is making it a bit off?
  • Enemies were really hard to see as they were almost the same color as the ground.
  • Turrets track closest enemy even if they don't have LOS and can't shoot.
  • There is a race condition with loading during a wave that I hit only once. Left me in a state where I couldn't build and there were enemies but the enemies weren't moving. Refreshing the page resolved it.

Thanks for playing and for the very detailed review.
Most of your pain points were on my todo list but time constraints prevented me from reaching them.

My next item was going to be to let your select which type of defense each tower would be and yes the towers were supposed to ray cast to the nearest enemy in light of sight - sadly the shooting worked for this not the targeting...

I was also going to throw in WASD for movement and E and Q for up and down but again time prevented and my goal for mobile put this down on my list.

I will work on the movement/viewing/lifting-dropping as I roll it out to the mobile.

Sorry to hear about the wall thing, I thought my pathfinding prevent it from blocking, but the outside walls must be preventing that.

Noticed the color similarity when I was watching their death animation... I liked the texture but agree, maybe I just change the tint/hue to keep the pattern.

Thanks again for playing and for all the notes, I will be sure to come back to them as I work on the release.

Deleted 53 days ago