I tried, it didn't worked XD
td_fren
Creator of
Recent community posts
Controls feel janky, having to accurately click to do perform each attack is tedious (after experimenting more I found out you can hold down shift to shoot in a given direction but it wasn't intuitive). In my opinion it would be better to do it like POE and press a button to attack in the direction of your cursor.
The skill tree was confusing, couldn't figure out how to buy a skill after leveling up.
The bow draw animation that stops movement feels annoying too (muh realism isn't fun imo).
Thanks for the feedback. The build rules are 1. you cant place two towers directly beside each other and 2. you can't build on unstable terrain such as sand or cliff ledges. I had trouble depicting a cliff ledges from a top-down view and tried to copy what the old pokemon games did (but even those weren't fully top-down ). The idea was the 3X3 area around the tower was suppose to show that it cant overlap with another tower
As for the range, its based on the circle radius, not tiles.
I appreciate the feedback, doing pathfinding right is one of the biggest design challenges of the game. Its extremely cheesable and I'll need to come up with mechanics to nerf pathfinding exploits. I've already done waypoints in my first TD game 3 years ago and wanted to challenge myself with a more complex system. My inspiration came from vague memories of playing a flash game called Desktop Tower Defense a decade ago
Attacked a guard and got memed. I didn't know if I was dead or just knocked out so I kinda sat there for a minute pressing buttons. Good start so far I see you included a lot of content. The issues that stood out was the game consumes items when you click on it to see what it is, so maybe make it so you can select/view the item and then press E to use it. Also add text saying "you died" when get killed so you know you're dead