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(+1)

I think it makes a lot of sense to make a tower defense game about connecting to towers / to a base. I liked the different elemental effects - I thought that added some flair that a game like really benefits from. I was initially a little confused about the controls, even after reading the "How To Play", but the video tutorial helped a lot to get me started.

I think the controls were good, but they could be even more intuitive. It would be nice to be able to drag a tower from spot to spot (by holding down LMB, like a chess piece) rather than pressing LMB to remove the tower and selecting the tower again and then adding it to a new place. I would also like the game to save the tower I last clicked or last removed, and next time I click a spot, I would like the tower that I most recently selected or removed to be placed there. I think just these two changes would make the game a lot easier to pickup for new players.

I would have liked the towers to reprioritize to aim at the targets closest to the battery (if in range) rather than just the targets closest to the tower itself. Another approach is to keep the tower aiming / targeting the same, but introduce a slo mo mechanic where the game slows down whenever you are choosing your tower placement, which allows you to slow down and respond to incoming enemies and have just enough time to make a decision to switch the position of a tower without getting a disadvantage in battle. Of course I am biased, I made a slow mo game, and I love slo mo in games, but I genuinely think it could take this gameplay to the next level.

I wish there was more to do with the actual mechanic of connecting to towers. It doesn't have to be, but it would be cool for their to be some strategy around that, more than just which towers to activate and not to activate. I think it's still a very solid job for a game jam, but I could see it being expanded. Maybe you can connect two towers (can you? I missed that) and then the connection between the towers becomes a laser, so a long laser is good, but the longer the laser, the slower the tower each fire bullets? You are more the expert than me at tower defense, you will have better ideas.

I think you did a decent job with the art, sound and music. I think since this is an action game, you could really benefit from adding particle effects, hitstop, and camera shake. Unity has a great particle system, and if you are not familiar with it, there are plenty of tutorials online. You can also look for free or cheap assets that have particle effects for hitting things / enemies. 

  • A particle effect that plays each time you hit an enemy 
  • and another particle effect that plays each time an enemy dies
  • both would go a long way to make the action feel more impactful, even if they are very simple effects. 

Hit stop is when the game stops briefly whenever an action happens. You can code hitstop using a coroutine like this:

IEnumerator hitStopRoutine(float hitStopTimeScale, float duration)
{
     Time.timeScale = hitStopTimeScale;
     Time.fixedDeltaTime = (Time.timeScale / (1f * Screen.currentResolution.refreshRate));
     yield return new WaitForSecondsRealtime(duration);
     Time.timeScale = 1f;
     Time.fixedDeltaTime = (Time.timeScale / (1f * Screen.currentResolution.refreshRate));
}

And you can call this coroutine like so:

StartCoroutine(hitStop(x, y));
  • I would do a hitstop whenever the player bullet hits an enemy with x = 0f and y = 0.02f, to make it feel like you are really doing damage to the enemy.
  • I would do the same when an enemy dies from a bullet, but with x = 0.1f and y = 0.3f.
  • I would do a hitstop whenever the enemy hurts the player, with x = 0.2f and y 0.15f, to make it really feel like the player got hurt.


And you can do camera shake like so: https://imgur.com/a/rWEMD0U

  • I would do a short, small camera shake each time you launch a bullet
  • and/or each time the bullet hits an enemy
  • Do a bigger camera shake each time an enemy dies from a bullet
  • and a short camera shake each time the player gets hurt. 

Sorry for the long message and please don't take my feedback and suggestions as harsh criticism, I genuinely enjoyed playing this game and I think things like this, from me or other players and commenters, could help take this game to the next level.

Don't worry, I love it when people give me feedback that's honest and constructive, so I thank you for taking the time to write this up.

To address some of what you said. No, currently you cannot connect to more than one tower at a time, but it was a feature I wanted to get done, sadly though, not enough time. The goal was to have upgradable towers and an upgradable battery. Upgrading towers would increase their damage and speed, while upgrading the battery would give it more power, therefore more connections to towers. The aiming/priority for the towers was not finished as I was going to refine it a little because I agree, that sometimes towers don't target what seems most important to target, again just not enough time.

Some things I'd like to ask/follow up with your feedback. I don't think that adding a hit stop/screen shake would be a good idea, to be honest. Why? Let's say you are using the electric tower that shoots around 10 times a second. You will be pausing the game briefly every1/10th of a second and that seems way too annoying. The same goes for screen shake, your screen will always be shaking. I personally don't think it fits into a tower defense game because those effects are usually for combat-style games.

Could you clarify what you are saying in your second paragraph? I think I understand what you mean by "remembering what was the last selected tower", but when you say "rather than pressing LMB to remove the tower and selecting the tower again and then adding it to a new place", I'm not sure I follow. You don't press LMB to remove towers and I'm not sure what you mean by "selecting the tower again". Also, dragging a tower from spot to spot takes away the thinking required for where to place a tower in the most efficient spot, therefore also having no point in having a currency system since you wouldn't have to sell towers, only reposition them.

I really like the slow-mo idea, I think it's perfect for the fast-paced game that it is, to slow down time while placing a tower because I see no reason to punish the player for trying to purchase a tower mid-wave/level. Thank you very much for the suggestion!

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Yeah, I am not definitely not a tower defence player typically, so you will know better. These are just the suggestions I give to most action games if they don't have those elements. I think the particle effects could help you without getting too noisy, if you just keep the particles to a minimum. For the camera shake and hit stop, I totally see what you are saying. One way to do it is to reduce the fire rate but make each bullet be worth more, and then at least the camera shake might work. The hitstop maybe you do only for when an enemy dies or when player takes severe damage. If you take a look at the twin stick shooter roguelike enter the gungeon, you will notice that they have a subtle screenshake each time you fire a bullet, and the bullets fire pretty fast, and in that game it doesn't get repetitive, though they only shake when the bullet fires, not when it hits. It still may not work, but I feel its worth a shot to reduce fire rate and add screen shake for the bullet fire, and then minor hit stop in those two situational cases.

For the removing towers, let me correct myself, what I mean is that - in order to remove a tower you select it with LMB and then remove it with RMB, then if you want to place that tower elsewhere, you have to again select it from the shop, and then place it in the new spot. If there is a net cost associated with buying a tower and selling it (I apologize I didn't pay attention to that part as much), then I understand the game design and I agree with your decision on making the purchasing and placement of towers important. In that case, yeah the slow motion does make more sense as an option for you.

I would be happy to playtest a future build if you make one. Feel free to reach out to me, at any time, even now. I'm @rsaamar on the Lost Relic Games Discord Server. It's good to have fellow indie game devs to chat with on topics and for feedback.

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I think I'll compromise with this " The hitstop maybe you do only for when an enemy dies or when player takes severe damage." After thinking about it, I think it's a great idea to use some sort of screen shake/hit stop when an enemy hits the elemental battery. Great for making it feel more important and like the player took some damage! I think this is the best way to approach this.

Correction, you don't have to select a tower in order to sell it, you can just RMB it.

And yes, I will be adding some particle effects as well as status effects to enemies to know when they are slowed/frozen/etc.

Thanks so much for the feedback. I will add you on discord, you seem like a nice guy/game developer. Look out for MyPing0#6370

Cheers!