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Does the hectic aspect seem more balanced than before? And if not, what aspects aren't? For example, enemies being too quick/slow, etc.

* I was not able to play the playtest 1 version so I could not say much about that but I think that the hectic aspect is balanced very well. I was heavily invested in the game all throughout the 3 levels I played. 

Are towers (now with variety) more balanced together, or are certain towers over/underpowered?

* I think that all the towers were balanced together pretty well. They were unique enough from each other but still form a cohesive defense. 

Does the elemental aspect of towers to enemies feel smooth/intuitive to understand?

* I guess I didn't really understand this part of the game. I didn't know that the elemental aspect affected the gameplay much outside of styling/aesthetic purposes. 

Does the flow of the game feel moderately smooth(er), and in what ways if not?

* The flow of the game was pretty smooth. The game honestly felt like it was made by professionals with many years of experience and I was heavily addicted from the start. It does the tower defense very well. 

Is the UI intuitive and understandable? Any comments on adding/removing/clarifying anything to it?

* I didn't understand what happens when the play button turns green. I know that was mentioned in class but I didn't remember it and could not figure out that part. 

Did you find any interesting strategies during your gameplay? If so, please let us know what you found, and if not, tell us how we can give you more opportunity to strategize.

* My strategy was mainly following general tower defense strategies of putting towers in places that the enemies cross more that once. Whenever it got overwhelming and I don't have the wormhole tower yet, I try to sort the gems instead of running all the way to the crate and the black holes during waves. I then pick what I need the most during then, if I need upgrades or more towers, etc. This allows me to prioritize and achieve what I want to be done first. It was a bit hard to pick up what I wanted so doing this helped out with that. 

What do you think about the multi-tiered currency? Does a currency dedicated to the blackhole give more incentive to complete it than before? Is the wormhole tower (if used) sufficiently helpful with collecting currency? 

I think the multi-tiered currency was pretty interesting. I was confused on whether some gems were more rare than others. I was thinking that it might be better if the upgrades doesn't require too high of a certain gem if some are more rare. I think having the currency specific to the blackhole was a good idea. The wormhole is sufficiently helpful