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(+1)

Great update. 

I like the defenders having health and not always going down in one hit. The addition of the building aspect of this game is quite surprising.

You've created a means for someone to create a kill box and funnel the enemies in.

Is that what the walls are for? You have them cost 3 coins, and they block arrows. Someone can't sit behind them and shoot. If you could shoot over the walls, I'd use these. They're in a very early state, though. Perhaps new variants will exist in the future.

I applaud how you did something new.

They're cool to have, but 3 elemental defenders gives you more bang for your buck. The elves are meat shields, just the same as the walls are.

The defenders being able to use elemental effects makes them so much better.

My favorite thing is the increased detection range. These guys used to be useless because they took too long to aim and fire, and by the time an enemy walked up, they'd already be dead. 

They're still best used in large groups, but the fact that they can see a foe from farther away now means you get more use out of them.

What are the differences between the types of towers, by the way? Is it listed anywhere?

Also, is it a bug that enemies can spawn outside of the map? If you go to the corners, imps will spawn and try to force their way through the barrier there rather than appear in an open space.

(+1)

I'm glad you like the changes! It's much closer now to my original vision, it just took some time to get there. Yes, you can technically make funnels and kill boxes with any defender, but the purpose of the walls is to make something with lower maintenance that you can use for part of your structure. I like to build a "back" with walls, then use knights for the sides and front so I only have to keep a close eye on one place. You can also line the outside of your walls with archers if you don't mind replacing them periodically.

I'll be adding stats in mouseovers to the defender cards, but currently it's:

  • Archer: 2hp, shoot speed 1, range 7
  • Knight: 5hp, shoot speed 3, range 1
  • Wizard: 1hp, shoot speed 2, range 5

They will spawn outside the map sometimes, I'll prevent that at some point, but for the moment the game actually periodically picks them up and drops them somewhere inside the map, so they won't build up out there.

(+1)

Since the enemies can do dash attacks now, and some can crash through defenses, do you have any plans for the player getting something like that?

Perhaps they have a regenerating stamina bar and can press shift to run faster? Or it's an elf teleport move that moves them a few spaces away.

Maybe an increase to movement speed could give you more stamina.

Another idea is the player being able to buy “marks” from leveling up. They place a mark down, and then it allows them to press a button to teleport to the location they previously marked.  Getting an equal number of marks before a cool down equal to the number they purchased.

There's also the thought of something like a temporary shield. The player glows red when holding shift, and they can smash smaller enemies out of the way and are temporarily invulnerable. 

The main thought process is giving the player a panic option for what they can do besides retreating at a relatively slow speed. Especially since flying enemies will eventually become a thing.

The enemies getting better maneuverability and terrain traversal options means the player could use some to keep up.

Also, for the enemies who crash through objects, have you thought about assigning them a number of things they can smash through during their “lifetime?” That way, you could hand out this ability to higher tier enemies who can bash more things and are tangibly stronger than others in ways besides HP and attack power.


(+1)

I've been considering adding a "run" button that lets the player move slightly faster but stop firing their weapon during. I may also add dash as an unlockable skill card. Maybe these will be the same thing.

The mark and shield ideas are interesting, I'll play around with those concepts a little. Shields would be another good ability to add as an unlockable skill. Lots of skills like this to add different attacks will also be added soon.

I'm also considering allowing the player to shoot through obstacles, since the main reason I disabled it was so you couldn't exploit the AI getting stuck behind stuff. I might end up doing this only with a certain arrow type though.

One change I've already made which will be in the next update, is that arrows now have a "knock back" effect. This can be really helpful to counter charging enemies by stopping a bit of their momentum.