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(+2)

Okay, beat all levels. There is one very very very big flaw in this game.

When you build a wall or tower the pathfinding can go hay wire and send the mobs on a completely different route. This is especially crass on the level 3 mountain map.

Conversely you can easily break the game by placing and deleting a wall that triggers such a massive route change then and have A* literally walk the mobs in circles. Randomly having to wall off some island parts to exchange the length of alternate routes by 1 so the mobs were forced to run through my maze felt really weird.

I recommend playing some other tower defense games like Wc3 funmaps. Concepts like waypoints that mobs have to visit can improve on this.

I appreciate the feedback, doing pathfinding right is one of the biggest design challenges of the game. Its extremely cheesable and I'll need to come up with mechanics to nerf pathfinding exploits. I've already done waypoints in my first TD game 3 years ago and wanted to challenge myself with a more complex system. My inspiration came from vague memories of playing a flash game called Desktop Tower Defense a decade ago