[PLAYTESTING NEEDED!] Spillbound TD, Risk of Rain 2-inspired roguelike tower defense

Hello!

I’m the sole developer for Spillbound TD, which I’ve been working on for 10 months. Here’s an overview of the game so far:

  • Four maps
  • 18 towers
  • Item system similar to RoR2’s, but where items are placed onto towers to buff them
  • Unique enemy types that I haven’t seen in many other TDs
  • Metaprogression point system for towers


I posted on here not too long ago asking if I should be looking for playtesters, and the consensus was clear that I should! I’m now seeking feedback on core gameplay mechanics, balance, and overall player experience. At this stage, the game is functional but still lacks a polished visual design for towers, and many visual/audio effects are placeholders or works-in-progress. If you’re interested in providing feedback, I’d love to hear from you!

Here’s the link to the game: Spillbound TD [ALPHA] - Roblox

7 Likes

Hella cool, im looking forward to see this fully released

3 Likes

i don’t know is it game optimization or my pc, but I can’t even move properly on spawn on minimal graphics

If this continues to be an issue with other players, I’ll look into it. I haven’t heard of such issues before, but I’ll keep it in mind. Thank you!

2 Likes

Looks dope and the items are a unique twist to most TD games.
You’re developing a game in a highly competitive genre; hope it goes well!

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Imo you should host a discord channel to post updates, ask for feedback, this that blah blah, ur game is unique and fun i think most developers are looking into seeing what it will become in future

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I do have one! I believe it’s on the game page if you scroll down a bit. I’ve been posting updates since around late 2024 in there and encourage suggestions in a channel within the server.

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Hello! This is a devlog of the updates I’ve made in the past month or so. Overall, I added two new maps (one is a rework, but it was so major that it might as well be new) plus a new tower, many new items, a new modifier, and balancing/QoL improvements. You can read the specific changes below:

  • 2 new maps: Turgory Trail and Marrowworks
  • New tower: Gnawer, who eats unwanted items and returns currency/xp
  • 15 new items (mostly about status effects and shields)
  • New modifier: Raged, where every enemy gains a melee attack (+1.8x rewards)
  • 5 new models for towers
  • Various balancing changes for items and towers
  • Multiple item reworks for Aurivor items
  • Special targeting system where towers can prioritize different enemy types (e.g., Armored, Attackers, etc.)
  • 5 new tracks added to the main in-game soundtrack
  • Updated path indicator to make the start and end of the path more obvious
  • New level requirements on modifiers to prevent confusion on initial playthroughs
  • ‘Parasites’ menu in the hub to look at enemy stats and skills
  • Floating text effects are more dynamic and flashy
  • Multiple new effects for various tower abilities
  • New cost calculation for containers to allow for lenient purchases early

Marrowworks

Turgory Trail

If you end up playing the game, let me know what you think of these changes and the game overall.

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Recently, I added 20 items to my game, and I thought showcasing some (not necessarily ones I just added) would be helpful in demonstrating what items can do:

If you have any questions or want to see more items, I’m happy to indulge.

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A few main updates from the past week:

  • Playable on mobile!
  • New animations for towers

  • New boss for the final wave (so far), named Monostone
  • New projectile effects
  • Tower List (must be activated through the settings). This QoL change helps with tower organization for items.
  • Shield indicators have been changed to better represent that they negate damage instead of being another health bar

New Gamemode: Daily Waves

Recently, I’ve been playing a bunch of the new PEAK game by Landfall and got intrigued by the procedurally generated maps. Therefore, I spent about two days transferring my current Random Waves modifier into a custom gamemode where each day there will be a random wave set and map for players to challenge themselves on. There’s a leaderboard to see how far players can get. At the moment, there’s currently no reward for reaching the top of the leaderboard every day, but I’ll add something once I can figure out what players want.

Anyways, here are some photos of the new area in the hub:



For both the leaderboard and the wave set lists, I use dynamic loading and unloading to prevent an overbearing amount of UI from being loaded at once.

1 Like