Howdy fellow developers!
I’ve soft-released a Tower Defense game and am looking for feedback and criticism to improve it and ready it up for the official release. Any opinion would be helpful!
(Apologies for the low FPS gifs, Gyazo doesn’t seem to capture my frames very well )
What Is it?
Tower Defenders in a simplified summarization is a traditional Tower Defense game, where X moves from point A to point B. The goal is to build multiple Y to stop X from reaching point B.
However, hard work, dedication, and community feedback will help set it apart from other TD games more than it already is.
Tower Defenders Intriguing Features
Fortunately, there is currently little competition in the TD genre and most of them seem to be pretty monotonous and linear with little to no progression.
The genre is a hit or miss that only one game has managed to stay buoyant in, Tower Battles.
I intend to change that.
Each player starts off with the basics, a free Archer tower, and 1 available tower slot. Tower slots are earned from achievements and progression. The last tower slot being particularly difficult to earn, which will add to the healthy skill ceiling dimension in the game.
Towers are varied in roles, purposes, strengths, and weaknesses. Some towers excel where others suffer. Some towers are meant for late-game, some are meant for early or mid-game. Some are even meant for all three!
15 Towers per player are allowed to be present at one time, this scales based on how many players there are in-game. However certain towers can raise this capacity cap.
There are a wide variety of strategies to choose from. Which is further diversified with the number of tower roles. Currently, there are 5 specified tower roles;
Physical Damage Dealer > Dishes out physical damage, offers variety to damage output although can be countered by Armor. They counter enemies with Magic Resistance.
Magical Damage Dealer > Dishes out magical damage, offers variety to damage output although can be countered by Magic Resistance. They counter enemies with Armor.
Support > Towers that heal or revive ‘Units’, or buff themselves and/or surrounding towers to improve their speed or damage. Support is a vital part of any composition, especially when there are Units around.
Utility > Towers that generate income, expand your tower capacity, reduce costs of surrounding towers, provide other unique features, etc. Utility towers are a unique way to spice up your arsenal.
Barracks > Spawns ‘Units’ which are perishable characters that charge unto the path and attack any non-flying enemy that draws near. Their goal is to delay the enemy for as long as possible while other towers eliminate the enemy.
There are currently 15 unique enemies all with their own unique animations, sounds, model, etc. Giving the waves a refreshing nature every couple of rounds or so.
Tower Defenders uses an organic-feeling logarithmic experience system where progression grows challenging yet more rewarding the higher you climb.
Achievements and other progression rewards are earned from just about any loadout or strategy you choose.
- Healing Units
- Units dying that you supported or spawned
- Dealing damage
- Killing enemies
- Leveling up
- Surviving waves
- Beating the boss
- Assisting in enemy kills
- Earning achievements (almost always provide more progression)
- Other unique ways of earning achievements can be found in the achievement page in-game.
I’ve created a nifty webhook system for moderation and for community feedback. You can send a filtered feedback message every interval directly to our Discord and I can review it immediately.
A big reason games succeed is the healthily frequent content updates, and I am working on this project daily. Now that most of the framework and backend is done content will be pouring out.
Unfortunately, there are currently only 4 maps. However, the current system is that you get 3 random maps to choose from and vote on, from the to-be-diverse pool of maps in-game. This helps to circulate content better.
There is much more to be noted but I don’t want to bloat this post or spoil too much. With that said…
Try It Out!
Play it, let me know what you think! Keep in mind that the game is still in pre-alpha so expect some bugs or missing / uncoded features. And obviously content will be lacking in some areas.
Play it here
Everything is subject to change, every entity and feature and all data stored.
I mostly code and build and so I humbly acknowledge I am not particularly good at UI or GFX. So I understand there will be much criticism to the 2D aesthetics of the game.
I have yet to have GFX artists work for the game GFX for icons and thumbnails.
Content is coming and I am confident everything will mold together nicely once I get some different prospectives and criticisms other than my own.
Again bugs are expected but I do hope you will still oblige to report them via the in-game feedback report system, on this dev forum post, in the group game discord, or to me directly. Thank you!
Thank you for reading, happy developing!