Feedback on Demented Defense

3 months of work. We’re adding weapons to unlock through levels on each character as well as more maps (currently you can pick from two). Lack of content is just because it’s in Alpha.

Any thoughts so far? (You have to join the group first)

“Feedback on Demented Defense”
“Feedback on my new game”
“What do you think of this game I’ve been working on”
“Alpha testing for Demented Defense”
“Please test my game”

It’s not that hard.

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It’s 1am and I’ve spent the last 7 hours developing this. I need a break lol

This isn’t the first time you’ve done this…

http://devforum.roblox.com/t/hexagon-sphere-15-characters/21510
Game.OnExit callback for when player closes window (until you replaced it with what I suggested)

5 Likes

Perhaps I may be trying to prove a point of some sort.

The world may never know! But back on topic, please tell me what can be improved or what you like, or better yet what you don’t like.

The permission levels on this place prevent you from entering.

Feedback.

Unless roblox is glitched, make sure you joined the group. I mentioned that in the OP.

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This makes me want to create a thread “Feedback (15 characters)” in which there are actually 15 in-game characters.

I changed the title to “Feedback on Demented Defense” because the thread was becoming more about the title than your game.

I like a lot about the game:

  • Menu is really nice.
  • Server system works well.
  • The weapons and animations are great.

Here are a few things that could be improved:

  • You should add a loading screen and preload assets, when I first join the game I can’t see the menu properly for a while.
  • I think the weapons should have the effect of slowing down the zombies or knocking them back a bit.
  • I feel like the AI should go after the generator more. It’s like we didn’t even have to defend it when I was playing.
  • There should be some indication that right click will perform a different attack. I didn’t figure this out for quite a while.

It’s great overall though.

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The gameplay is nice.

The UI is nice. Inno did a great job making them, and you did a great job scripting them.

To me, the overall concept of the game actually feels like Tiny Titans. In my mind, Tiny Titans failed because the gameplay was too bland. I think that with Demented Defense, you’ve done a good job improving on that game concept to make the game more immersive and enjoyable. The two main things I think you improved a lot are a better map (less open than Tiny Titans) and more concentrated mobs (Tiny Titans’ enemies would spawn in scarce numbers.)

There’s one thing in particular I find slightly boring about the game still. Even though you’ve managed to make the main gameplay quite good and interesting, I find that your game could benefit from a simple progression system. I would suggest that you add some sort of station near the generator that allows you to purchase different upgrades (such as more health (for the player), more damage (also for the player), more health (for the generator), etc.) The way that you could allow people to buy these things is by giving them some new currency whenever they kill a mob. The currency only lasts for that game and they can spend it on whatever upgrades they wish.

Another thing that you are probably (or not?) aware of is that when the AI decides to stop following the nodes and chase a player, it tends to occasionally get stuck (particularly on stairs.)

Can somebody please tell me why people care about the 15 character requirement? I’m genuinely baffled by its relevance.

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They’re mad because OP couldn’t be bothered to spend more than 5 seconds thinking of a thread name – not that it was < 15 characters.

It is Alpha so we really only got the very core mechanics done.

  • You should add a loading screen and preload assets, when I first join the game I can’t see the menu properly for a while.
    –Planned!
  • I think the weapons should have the effect of slowing down the zombies or knocking them back a bit.
    –Interesting. I’ll discuss with my team.
  • I feel like the AI should go after the generator more. It’s like we didn’t even have to defend it when I was playing.
    –The great thing about this is that sometimes one of them slips through and you don’t notice until it’s far too late. I’ll mess with a few numbers though
  • There should be some indication that right click will perform a different attack. I didn’t figure this out for quite a while.
    –I’m planning on having a camera pan around the map to show the objective. I’ll certainly add this in as some text during that

@Programmix1 thanks for the feedback. We’re messing with the idea of a nuke that builds itself every X rounds and can be set off to kill all enemies.

Maybe it’s just me but the camera sensitivity felt really low

maybe add an option to increase sensitivity?

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The name sounds like something I’d see on Newgrounds in 2003 tbh. That’s the only thing that seems “bad” to me from what I’ve seen of the game, which looks impressive.

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Pretty neat game, the only thing that wasn’t clear for me was if it’s endless defense or if there were a set number of waves

well that and it took a bit for everything to pop in at first on the loading screen

but other then that it’s pretty solid

Never heard of it, thanks though.

There are 30 hard coded rounds and 170 generated after that.

Ok, three bug report, then some gameplay feedback:

  • I went into a server (squad, I guess), left it, then re-entered the same server & all chats I sent & received were doubled.
  • In the back right corner of the hangar (when looking out from the generator), the zombies got stuck during one round. I would take another look at the geometry near the spawn point to figure out why they get stuck. If it’s a pathfinding issue, maybe it would be worth precomputing the path for the first five seconds of their life.
  • When you hover over the main menu by moving your mouse in from the top left (slowly), the camera jitters & this causes your mouse to move away from the sign, resulting in unzooming from the main menu. I would change it up so once you hover over the sign, you zoom in regardless of whether or not your mouse leaves the sign in the next second. It was making the menu feel jittery & glitchy.

It was a cool menu otherwise!


As for gameplay, my biggest gripe was how easy it was to cheese out a victory. I was in a hangar & there was a heli in there. My partner stood on the helicopter rotors & I stood on some truss behind him & we just shot at the zombies beneath the other. One cool fix for this would be if the player stands on something flimsy, the flimsy thing can break randomly. It would be hilarious to hear a snap, and then boom, your partner is in the thick of the enemy. A more foolproof solution could be to add additional fighting mechanics to the AI. For example, if you were out of reach, they could throw things at you to knock you loose or topple the object you’re standing on. If the AI is busy chasing you, then they probably shouldn’t use these attacks, but if they are “done” chasing you & are just standing around, then they should get clever.

I played as the guy with the chainsaw and the minigun, and one confusing aspect was why the chainsaw seemed so useless. It appeared to do less damage and to use it, you had to put yourself at more of a risk. Perhaps some rebalancing is needed. Alternately, the minigun could be given limited ammo.

Just some thoughts. Cool game, though. I like zombie games, but like Programmix1, I thought it could benefit from some progression in your own character, not just in enemy difficulty.

Thanks for the bug reports. There are certain spots where the AI’s get stuck (I just have to move the node 1 stud over) so those aren’t really gameplay mechanics. It’s just a bug. Thanks again for the reports though. I’ll also mess with the menu somehow to prevent that glitchyness.

The chainsaw is actually the most powerful weapon in the game. Not many people know how to use it correctly, though. It can take out the large tank enemy with 350 health in under 2 seconds if used properly. You need to play around with it and gain some experience. The weapons will be given limited ammo and you can unlock new things. Both you and @Programmix1 missed the part of my original post that mentioned that this is Alpha.

I was aware it’s alpha; all I did was give a suggestion for future development. :stuck_out_tongue:
I was relatively certain you already knew about the AI bug; was just making sure.

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