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Vengeance of Anaxagor (Pain TD)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Does the improvement move game in the right direction | #2 | 4.333 | 4.333 |
| Was the improvement free from bugs | #5 | 3.667 | 3.667 |
| Overall | #6 | 3.267 | 3.267 |
| How sufficient was the improvement | #6 | 3.000 | 3.000 |
| Was the improvement accomplished | #7 | 3.333 | 3.333 |
| How creative was the improvement | #14 | 2.000 | 2.000 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Describe the improvement that you have been working for this jam
Well I didn't improved much. Expanded keyboard and mouse support. Made new tutorial and help instruction. I hope fixed all mistakes in text. Minor changes in tower and enemy stats. Also I gave few spells to enemies, It may completely break the balance, but it's here for test.
Describe your game in one sentence
Tower Defence where you torture your enemies.
What feedback are you looking for
How visuals and game play feels. Also bug report and suggestions of any kind are welcome.
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Comments
I like the changes since I last played. The circle showing tower range is nice. The tutorial having 2 options and clearly saying how to end it is helpful.
When trying to change settings, I found that I could only click on the left half of the words for Full-Screen and Stretch Screen. The setting did have hover effects, so I was able tell where to click when I moved the mouse around after it did not work. I initially clicked on the checkbox.
Level 3 felt like a significant jump in difficulty. I had to redo it many times to find a strategy that could win, and still lost some HP. I found this one to be the most difficult for me, and took the most tries to beat. I think you introduced too many things there. You had enemies from 2 directions, armored enemies, and fast enemies.
Armor damaging towers should favor targeting armored opponents. It was frustrating how often the armored enemies pass by untouched by those they could destroy armor, yet being hit by towers that could not damage them. Similarly, for level 8 the start and end being so close had many towers hitting newly entered enemies, when the priority there should be the ones closer to the end. It was hard to position towers well to both get their maximum range/effectiveness, but also have them focus on the lead enemies that were the greatest threat at the time. Maybe move the starting path up 1 tile, so the tower placed on the bottom tile will have more time to focus on the enemies close to the end. I’m sure this challenge was meant to be part of the design, but the way the towers target enemies made it more frustrating, than a fun challenge.
Level 6 felt far too easy, especially compared to the difficulty of level 3. I often had a lot of currency sitting around as I decided what might be worth adding.
It would be nice to know how much each upgrade was going to cost. I only did the basic tutorial, and forgot that upgrades were in the game, so didn’t even look at them until around level 7 or 8. Even then, I did not use them much.
The fire tower numbers do not change when upgrading.
Overall, this felt like a nice set of improvements. The game is progressing well.
Thank you for playing and a valuable feedback.
I'll take a look at the button collisions.
I am thinking to add priority system but I don't know how implement if well.
I'll try to make change in difficulty more gradual.
yes the lack of necessity to upgrade is a known issue, I'll rebalance the game for the next update.
I don't know GameMaker, so I'm not sure if this will be of any help. When we did a tower defense game, we had each tower store an array of enemies that were in range, updating as they entered and exited. When firing, or each frame, the tower would loop through the array and pick the best target based on the stat that was chosen for targeting.
Solid tower defence mechanics, they worked really well.
The first levels were very challenging, even from someone who has played tower defence games before.
When I quit the game and came back, it didn't have my progress. Do you have a save system?
Thank you for playing, and feedback.
I am surprised it was hard, I tried to limit everything in the first level to make it tutorial like.
There is no save system, because there is no progression. For demo purposes all levels are unlocked, so players can check everything without spending time unlocking things. It's just some towers that are locked for first few levels.