Tibo's animation style is absolutely legendary
HakanBacon
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The Asset Pack I modified is this one:
https://sketchfab.com/3d-models/psx-style-hedge-components-1027a8b798cb4f91b41bf75e67fe1bbf
I mean....that's a solution lol
But tbh my PC isn't that beefy. Playing with 16gb of RAM, R5 5600, and a 2060 super. Nothing to write home about
But it was hella fun, all the way through (especially because of the frame drops because they caused some challenges heh)
I really really tried to get to a 100 but....oh well.
Waiting for the next and then the full release to break it again!!
BEHOLD, WAVE 92!
I really do enjoy this game. There are some balance issues, bugs, and so on but the overall experience is fun.
I had an OP run with my castle being in the front lines lol. Unfortunately my run ended with wave 92...before it even started.
The game ran very poorly late-game. Arond round 60. Too many units, effects, and damage numbers. These things should be toggled off in later stages. I believe that these things kinda tanked my performance.
Bugs I found:
- Speeding up to 3 arrows causes a simple issue with the beginning of the round. Units are unable to go into their formations and are stuck unitl you slow down the speed
- Rerolling price is either wrong or does something I don't get. It will not cost 30 coins believe me
- With lower frames your units can die before the round even starts because they run into enemies
- My personal run ended at wave 92 when no units were able to get into their formations to start the round anymore. Unpausing and pausing the game with the lowest resolution helped up until that point
Changes and additions I'd love to see with the next iteration:
- More options for visuals (bloom, particle effects, blood, damage numbers)
- Text size
- More tutorials
- Enchantments can be stacked, I had to figure this out myself
- The ability to look at what upgrades do to your plots
- manglers eat more
- farms produce more and so on
And of course a screenshot of my defeat. I really wanted to reach 100, but life is unfair sometimes.
Keep at it devs. This game is awesome!
After 1004 deaths we finally saved the world....It was tiring and frustrating but fun all the way. I am a big fan of the 100 of jumpads level. What a brilliant idea. Hell yea gamer! More of this please! In case some of you are struggling out there:
Try to get the cats to the spawn area. It works and they get stuck. Do it with 3 or 2 and getting across should be easy.
Seriously tho, we had lots of fun!
Thanks for making this!
First I got to say that this project is lovely! It's everything I'd want from a physics based fps.
I'll will look past all the cosmetic aspects and the look of the game. These things are either subject to change or generally ok
- I do not quite get how climbing works. You hold onto a ledge and then suddenly look down to pull yourself up? Am I doing it right? it feels wrong lol. I mean it definitely works (sometimes).
- By spawning over 100 bots the game will crash eventually. I believe as soon as there are too many ragdolls the game just says goodbye (I am running the game on a high end machine btw). I mean most maps in this are not made for more than a 100 bots anyways and I do not see the appeal for "number go up, me like".
- AI is very hard do implement correctly from my experience. Right now these bobbleheads run straight towards eachother and blast the hell out of one another. They strafe too while shooting which is cool and since everything wobbles their aim is not perfect. I like that a lot. But their pathfinding gets all messed up when they all spawn at the same location. Only one bot will move out of the mountain of bots every now and then till the gathering is over. Maybe more spawn points or a max spawn rate per tick could be a solution.
And the name of this project. I mean come on. You create this wobbly ass fun and you cannot think of a better name? I guess this plays into the fun factor of it
Keep it up!