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Town Guardian is live!

A topic by Design and Deploy created Apr 04, 2021 Views: 164 Replies: 3
Viewing posts 1 to 3
Developer

I am proud to present my first complete game. I hope you all enjoy it and if it does well enough I would be willing to add new enemies and new challenges, maybe even a third playable character. I would also be willing to add some seasonal levels if there is sufficient interest. 

Sorry there really isn't any story other than the basic setup. But this game was intended to be an update to the basic gameplay loop of of arcade games where you defended against attacking aliens. Although the perspective is different the gameplay is similar. However, the game builds on that foundation with customizing your character's weapons with upgrade points.

I would say the one weakness is the game is on the easy side. 4 points in Primary Weapon fire rate is very OP. 

Anyways, let me know what you think and may this game give you some enjoyment and maybe even a little respite.

HI. I like the game. I have not beat the first round of enemies yet.  I find it a bit difficult with shooting. I was expecting that there would be defined rows of enemies and the player would shoot down those rows. I often miss. I would like to have a setting to adjust audio.  I noticed that  when the player dies after being hit the animation is not played. 

The town would seems more alive if there was some sounds indicating that the town people are building.  Maybe have buildings show up that are partially built. 

Anyway, glad to see that you were able to release it. Will you be making a video about the release on youtube?

Dave (techdave99 on YT).

Developer

Lots of great feedback and suggestions. The enemies technically do spawn in lanes as they spawn on integers ranging from -3 to +4 on the z axis. To help I could make the lanes be more distinct, some kind of visual on the ground. Another possibility would be to give an alternate camera angle that is top down. Another option is that though the enemies spawn in lanes, the player can freely move. So I could constrain the player movements to stop at the center of a lane. Of the three, which would you like to see?

As for the town seeming more alive I was considering having there be frames and foundations before the house goes up but it would result in a lot more work for something that is scrolled passed in a few seconds. I'll see what assets are available on the Unity store.

Perhaps switching to an orthographic camera would work. Would have to test to see how it looks and plays. (not confident on this option)

There are int versions of the Vector methods that may help.  ( Vector3DInt ). Haven't tested them in this context.

How about having the village 'health'/completeness be a combination of the village's construction level and the amount of damage is done by the creatures. The village would start out at a minimal amount and get more complete as the game goes. The creatures could do damage as you already have. 

For the village, you could have buildings being built near the fence, enough for the player to see something is happening. Then the next time you pan the screen you could show the buildings on that row/lane. When the creatures go over the fence the construction sounds would stop and  you could occasionally have sounds of the villagers screaming and running away.  Then a moment later the construction sounds start up again.