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I'm not sure Ultimate Defense really has any use currently.  With so much of the game's focus being on defeating the waves of enemies, damage output is always going to be more valuable than tankiness.  Especially since it's less an issue about the player-character getting defeated from enemy damage, and more an issue with enemies making it through the entire path.
So I would propose that Ultimate Defense be tweaked to either grant Lives (either a flat rate per activation or a regeneration), or to instantly revive the player if they are defeated (refunding and/or restoring any Lives lost from that defeat).

Maybe it's just an issue with my playstyle, but I can't imagine Ultimate Defense being more useful than Overwhelming Fury as they currently stand.

Sup, Kristin!

Absolutely, once you get high tier items, you can tank enemies easily. Something that would take me time playing to balance and adjust the right progression.

That´s why I gave damage bonus to ultimate defense, to still be useful. I usually test all skills, and the magic resist is quite usefull early-mid. But late game it falls off a bit. 

I´ll consider your suggestions when I create a new tab for upgrading towers. Each tower will have a skill tree, and additionally I´ll  include some global upgrades like the lives and revive mechanics.

Currently working on a new level and item augmentation system, if everything goes well it will be up this weekend.

I reallllly hope that the third and fourth tower aren't download exclusives because I'm in school! really fun game!

I dont like the boss on stage two though I personally think it needs a rework.

-uses the nuke insanely frequently

-for the frequency it does way too much damage

-doesn't do like anything else. at all. "jump boy, jump!" "No Father, I Would Rather Do This." wrath of a thousand suns.

Very happy to hear the game is fun =]!

There is no download exclusive content, everything will be available for browser. You can unlock tower 3 and 4 by beating level 2 and 4😉👍

Each boss have some tricks to beat it.  The way to beat boss 2 is to constantly walk in circles around it. With just enough distance to avoid most barrage missiles and to keep attacking it. And when the nuke timer gets to 1 second, you dash away with space key. I´m planning to keep the game on the challenging side, but I´ll consider balancing it if it is too unforgiving.

Lots of good content to the game is coming hopefully this weekend, game will be updated weekly or so.

Thank you for playing🙌

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Probably want to put down that "C" opens the inventory in the instructions up there.
Also, I realize this is just starting out, but some crucially needed elements:
- Keybind customization.
- Volume controls.
- A lead-in time at the start of round 1.
- Improved visual feedback (I suspect that's already on your to-do list, though).


I look forward to seeing what you come up with.

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These are the comments I love, thank you so much for the feedback =] !!

Totally, the controls are outdated. I´m making many changes, I forget to make everyone know. I´ll make a better description in my next update.

I´ll add volume controls and a lead in time at the start to my to do list.

Visual feedback is quite an art, I´m always trying to improve. Let me know if there is something particular I should improve.

Currently working on a permanent skill paths upgrades in the style of Grim Dawn. To further improve the heros, and customize the buils. 

Is early developing, but every week I´ll drop updates. appreciate your time!

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Thanks for the replay!
I feel a different font for the damage dealt to the player-character from the damage dealt to the enemies will be helpful in determining when the player is being hit.  Mild screen shake, red tint, and/or momentary blur effect could also help, particularly if it ramps up in severity the closer the player is to defeat.
Indicators on what level a Skill is on the icon would be helpful.
A countdown timer on the Skill icon instead of just the purple fade to help know exactly when it will be ready again.

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Great suggestions!

Definitely going to implement most of them, thank you =)

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Appreciated!

How many playable characters are you planning for?  Do you have plans for fleshing out an in-depth story and setting, or just focus entirely on gameplay?
I'm a hobbyist writer and storyteller, having GM'd tabletop games for close to twenty years now and even have a small system published on DrivethruRPGs.  If you're interested, I would be happy to contribute to this if things align.

I´m a 100% gameplay kinda guy, haha x]

I have a small subtle (not explicit) lore idea for the future, but it will take a while to get there.

My goal is to make the game super fun to play with basic graphics, once it´s done, make a complete overhaul of graphics, and then flesh out that subtle lore.

When that moment comes, feel free to message me at https://x.com/NeuralXFront

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Fun as heck keep it up!

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Thank you so much, means a lot!

This is my first game, I´ve always wanted to make one.

Is early, enemies are still color balls, hehe

But I wanted to share the process =]

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Nice one!!

Hey, man! thanks :)!

It´s early dev, new updates with drop every sunday

Appreciate the time for checking it out

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No worries! =D  Keep up the good work ;) 

=]

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Intense fights man! 

I was looking for a fresh TD game, this is awesome

Looking forward for the new updates

hey, thank you so much!

I appreciate your words, it will only get better :)!

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