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AnonPilot

3
Posts
A member registered Sep 03, 2022 · View creator page →

Creator of

Recent community posts

Thanks for catching this. I've disabled all VR-related plugins on the project in the latest build which should address the issue.

Thanks for playing. It's true, some characters are placeholders and are in fact not robots! Eventually they will become robots. As for anyone having trouble getting started, there's now a test level players can try out trap setups in to get a feel for how to clear certain waves or manually requested spawns.

Thanks so much for the feedback. I think this hits on a lot of things I want to improve/add.

  • Higher difficulty levels add "extra" challenge by adding a few scaling spawn groups from wave 6 onward. Specifics aren't really important though if it doesn't work and even in my own testing I do agree it's barely tangible if at all. A few intended changes that may address this larger issue;
    • Adding "elemental" units. Removing material randomization and using color and effects to convey an enemy is resistant to some types of damage.
    • More unique traps and more damage types/status effects.
    • Better trap balancing with a specific focus on making elemental/status combos stronger.
    • Making the top tier units stronger but less numerous.
  • Push traps actually pushing alive units around is something I've wanted to do but is a performance concern. It is something I am definitely working towards supporting though.
  • Navigational issues are known and I am slowly improving UE's crowd path following system.
  • Single item building is coming very soon. Will be making it so that shift left click allows continuous building.
  • Manual wave start is coming very soon. Internal code is done - just needs UI and a keybinding setup.