Making a game is hard work. Just ask Sakurai.There are still a few things I need to do before the next demo release, so I don't think I'll make it by the end of this week.
Yeah, sorry.
- Translation to Japanese
- Fix some font issues: this came up because I was missing some Japanese characters :/
- Put it through light re-testing
And another thing, I'm wondering if you guys think I should make a blog or something. Currently, this is the only place dedicated to updated info of this game. I used Facebook and Twitter for some updates, but they're not solely for those.
I'm thinking of using Ci-en, primarily, but writing in English and maybe broken Japanese. I've never run a blog/webpage...
And a third thing, I'm taking a hiatus after releasing the demo unless there are some really bad issues I need to fix. I'm fucking tired.
After a bit of testing, I can certainly say the game's coming along very nicely. The UI takes a little bit of getting used to, but once that's over, all the info is very helpful in controlling the flow of combat. The straightforward fights at the beginning take a nice curve towards increasing complexity without being overwhelming. There's abit of trial and error every now and then, but that's no big deal, I'd say.
The enemy sprites are really small, so you can occasionally miss an alien slipping past your defenses if you're too focused setting stuff up elsewhere. The H-animation, albeit disconnected from the gameplay itself, are pretty nice to look at (here's hoping they get sound somewhere down the line). The only visual letdown for me right now is the very pink-ish color palette, but I'll assume that could change at some point.
As for sound in general, there's not much to say. The game's still in an early stage, so I can understand audio design not being the top priority right now. What's there is serviceable, if unremarkable.
For me personally, the difficulty is still kinda steep, but I also suck at tower defense games, so I can chalk that up to me not gitting gud enough. Haven't run into any bugs, but I also didn't try to break the game, so there could be some, I just didn't find any.
Overall, great job, @Lynte ! I'm rooting for your success!
Hmm, so it's basically plants vs zombies hentai edition?
So far I really like the game, n mechanics. I think the the main difficulty, is coming from the cooldown rate. If you happen to lose several units at once, you are put at a severe disadvantage as you don't have time to try and recover, because the cooldown prevents it. I get you want to prevent possible spamming of units but it doesn't help that you get spammed by them. Maybe even allowing upgrading units to make em a bit stronger would suffice.
Gave up on level 3.
Still the same "wait for a bit and then swarm player with same 1-2 units" cheap cheese.
Nothing fun in it, plays like a chore and wastes my time by letting me build my stuff first and then roflstomping everything, because I wasn't clicking like crazy and following TEH PERFECT STRATEGY the whole time.
3 levels in, still only one resource tower and only one attack tower.
I managed to drag myself through the previous demo with the help of time hacks, but this time I won't even bother.
Calling this a "PvZ clone" is an insult to a much superior and fun game.
Did you yourself find the game difficult or are you just referring to the prior replies in the thread?
Personally I haven't had any real trouble with the difficulty but I have some experience with these types of games. I found that spamming resource towers as much as possible before any enemies actually arrived usually left me with a surplus of resources to spam towers as needed. Resource towers are also cheap and fast enough to use as a makeshift barrier to buy a second or two to replace an fighting tower, though a couple levels did push a lane or two to the emergency beam.
Sorry for not getting back here earlier. As for your question, I mainly started running into problems after the lancer girls got introduced and enemy numbers in general kept increasing overall.Still steep, huh? Some retrial is expected for this game. I don't think the survival levels even go past 5 minutes in the demo.
Though, ideally, I wanted it so first-time players don't have to retry more than 3 times a level - unless a level is exceptional.
Did you get stuck anywhere in particular?
Sorry for not getting back here earlier. As for your question, I mainly started running into problems after the lancer girls got introduced and enemy numbers in general kept increasing overall.
My general approach to setting up defenses is to spend resources on an entire row of generators while I can (maybe even 2 rows if I know enemy waves take more time to approach), then I start placing spreaders right in front of advancing enemies to ensure all 3 projectiles hitting the same target. Once I have most stuff under control, I start filling the 2-3 righmost rows with more spreaders, leave one row empty (for emergencies), and start filling up the rest of the field with straight shooters. Then I just farm and replace all that gets destroyed and disperse waves with the bomber skill.
I think the most problematic part is the idea to not let a single unit through, considering not only the sheer number of enemies approaching, but also that you have an entire unit dedicated to just jumping over towers. Yes, they have low health and often die in front of a spreader before she can do anything, but as soon as they either come right behind more offense-based enemies or in larger groups, it becomes pretty difficult for me to maintain defenses on 2-3 fronts at once.
My suggestion would be a slightly more forgiving life system (maybe limited to lower difficulty settings), where all passing enemies deal a fixed amount of damage one time depending on the type until the "core/master" of the tentacles is killed.
Not true. It depends on the game, specifically on your towers and on enemies. Usually it is either a single very fast enemy (because it is too fast for your towers) or a single very tough enemy (because it has too much HP for your towers) that can get through. If multiple enemies can get through, then either you did something wrong or you tried the level too soon (or the game is poorly balanced).Hmmm, I can consider it but currently, there are two main reasons why I don't like a simple life system in TD.
They are unreliable. In TD it's a common scenario that if one can get through, typically there are others that can get through. So all lives will be lost anyway. In that case, the player will just feel like a lives system doesn't even exist. And it raises the question of how many lives there should be. The density of enemies can vary drastically per level, so a number of lives that might be appropriate in one level might be useless in another.
Again, it depends on how the game is set up. In many Tower Defense games you gain resources by killing enemies, so letting enemies through does not benefit you in any way. But that's not how you have set things up. If you are worried about players intentionally letting enemies through, you can add some punishment for it, such as damaging or weakening all of your towers, stealing some of your resources, etc...They can incentivize unintuitive strategies. If you allow the first few enemies to just eat your first few lives until you have one left. There is the option to use lives to buy time. Instead of spending on defenses, you can spend on income gain (resource towers). Because of the difference in income, whether or not you employ this strategy can change the difficulty of the level entirely.
In an extreme example, imagine if the first 3 enemies come in the first 20 seconds. You could kill them remain at full health, or you could sacrifice your lives build generators away from them. In the next 20 seconds, the player who chose the latter will be able to build way more generators than the player who chose to do the prior.
Not true. It depends on the game, specifically on your towers and on enemies. Usually it is either a single very fast enemy (because it is too fast for your towers) or a single very tough enemy (because it has too much HP for your towers) that can get through. If multiple enemies can get through, then either you did something wrong or you tried the level too soon (or the game is poorly balanced).
Can you give examples of TDs with different lives per level? They might be helpful to study in the future.Also, there's a reason different levels have different number of lives in some games.
Again, it depends on how the game is set up. In many Tower Defense games you gain resources by killing enemies, so letting enemies through does not benefit you in any way. But that's not how you have set things up. If you are worried about players intentionally letting enemies through, you can add some punishment for it, such as damaging or weakening all of your towers, stealing some of your resources, etc...
Anyway, After finshing the demo all I can say is that the levels tend to feel too same-y. Build as many generators as you can (usually one row is enough), then start building attack towers and killing enemies. That's it.