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Evolvedustry

E-Dustry: Sandbox Adventure Tower Defense Game · By Evolvedustry

Neat game!

A topic by arcionek created Oct 06, 2020 Views: 415 Replies: 5
Viewing posts 1 to 2
(+1)

I am honestly suprised how fun this game can be. I had already tried dragging my friends to it however current lack of multiplayer can be a bummer considering how much multitasking there can be. Is that feature planned in far future or do you devs believe it could be implemented not so far ahead? 

Also, considering how there's not many videos or anything about the game... It can be quite confusing for the new players. Achievements kinda guided me towards the progress (which don't reset on each character, making the first character heavily outleveled), however I think short tutorial level with some premade structures could help out. I spent solid 15 minutes trying to put fuel and materials into furnace manually... Yeah... It also is kinda confusing on what you have to do past steel and how to acquire crytals.

Excuse my post if it sounds kinda needy like "include this include that", I dislike these stuff myself, however I wanted to provide feedback on how the game feels like for new players and where we get often most left out on.

Developer(+1)

Thanks for the post as I like to see what needs to be added to the game! 

This was a prototype version and the new "Official" release is about 20x bigger currently with multiplayer, mod support and tons of new features including a built-in wiki for new and veteran players. I am still working on the official release update, but its coming along nicely. Also, the achievements were bugged with creating new characters and that is fixed in upcoming update.

I love it when the community helps me figure out what needs to be changed or improved because its hard to tell myself. 

Glad you enjoyed the game and thanks for stopping by!

(+1)

I'm for sure excited to see how the game will look in longer run.

Since the tutorial would be a premade world... That made me think there could also be some challenge minigames? Be that no turrets, protecting specific block in a castle, maybe even in a versus setting, endless wave mode, or some other wacky stuff. It could work. Could be fun to test your own limits.
Also, I've watched the Devlog and noticed how you talked about classes and such, the idea definitelly intrigued me. When was playing it I kinda had the vague line on magic, range, or melee and brain kinda just forgot about whole class system after just making a sword. The industrial part of the game seems to outweigh character combat on a large degree that it just turns into base development rather than RPG of some sorts.

Players would definitelly get stuck in their own cubby hole that they keep expanding and fortifying that they'd never leave the place until they get bored... Which kinda neglects the whole idea of infinite world generation, which is quite a shame. Will there be points of interest introduced to the player or maybe even quest sytem? I feel like this could make the playet move out more, however I can't trust my base making skills that it would stay untouched overnight while im away lol.

On a side note... How do you actually craft power circuits- or what would ore I need to go for look like once I acquire steel? Once you get past that point you can't really recognise what ore is next on the tier since you can't really seem to mine manually any other new ores with it. Including a text telling what block your mouse is hovering above could greatly clear out the confusion.

Developer

There are going to be custom game modes for multiplayer such as COOP, 1v1, 2v2, 4v4, and 10 player battle arena + some other cool variants like Endless (single or coop survive as long as possible against never ending waves). Also a built in world builder for custom maps + c# scripting built in for even more custom worlds + mod loader for even more custom stuff.

In the current version, classes don't play a significant role, but they are extremely useful in the upcoming update as they also influence pets, towers, resources, active and passive skills, etc... Classes make it easier to expand into other biomes, underground, hell, dimensions, etc.. which are coming in next update. The classes also help with all the new 50+ bosses.

As for driving the player to explore the infinite worlds. In the upcoming version, there are 12 biomes to build into with their own resources, bosses, creatures, and need different playstyles to conquer. There are also different dimensions to explore and collect new materials from (Currently 5 in next update) which have significantly harder monsters to take down but you can get for instance, the cosmic and nebula ores. There are also different planets to explore, but this is way late game.

For progression, there is a achievement tree that has connections to the next things to do with tips to help the player get started towards completing them like farming, dimension exploring, tech, towers, magic, etc.

 I had others mention the tooltip hovering and I added it in the new upcoming version. I left out a lot of stuff in the details above as they are a surprise as some of the mechanics behind gameplay are fun to figure out.

Yeah, this next update is so unbelievably large and I can't wait for the community to see it. 

Thanks for the feedback!

(+1)

Wow. You know when I saw the game was updated last time 70+ days ago I was bit worried it became a dead project. But you definitely didn't. Bravo on accomplishing so much on your game!

Though gotta be honest most of the time games are just gradually updated in small batches, probably some small additions and bug fixes... But you just flipped the current alpha on it's head with such massive update. That's crazy man. 

I'm guessing you already had finished or are about to get into making the game trailer as well. Though if you need some help on that or some sprit work, I'd actually be glad to help out. 

Developer

I am still working on the trailer as I was more concerned about making extremely polished gameplay with minimal bugs.

 Thanks for the offer.