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Voltspire: Idle Tower Defense

Defend the Spire. Bank the Scrap. Come back stronger. An idle tower-defense climb with endless depth. · By veryne

Looking for feedback Sticky

A topic by veryne created 92 days ago Views: 326 Replies: 17
Viewing posts 1 to 9
Developer(+1)

Just launched Voltspire, playable in browser and mobile.

Would appreciate feedback on:

• First impressions, does the loop click right away

• Balance, too slow, too easy, too grindy

• Bugs, especially browser/mobile

• What you’d want more of

Thanks for taking a look.

Hey Sir!

Sorry for my bad english, but i will try giving my best to give feedback.

I'm not long into this Game atm, but i will definitly play it the next days, because i like it very much atm.

As far as i see, this Game have much Content. I like that. Yeah it is grindy, but atm i dont think its too much, its possible and take time, but thats okay in my opinion.

I see there is a option to buy GameSpeed Upgrades, but maybe make the first upgrade (speed 3) little bit cheaper, maybe.

I will write you more Feedback in the next days. Latest at the Weekend :)

And, Good Job btw, i really like it so far.

Developer

Thank you very much for the feedback. I've released new changes with the feedback that was provided in the last 24 hours. Changes can be found here

The game feels too slow personally, I had to retire at 41st stage manually since it was still easy passable and I wanted to upgrade at least soemthing besides main attack stats, not getting any upgrades for game speed and having to restart from wave 1 right away was a decisive point for me in the end.

Developer

Thank you very much, i've just released an update that targets your feedback. Changes can be found here

Game is definitely slow and needs rebalancing in progression. Even without scrap upgrades it seems to be possible to hold on too long, just keeping the attack slightly higher than current wave's HP and upgrading attack speed. But the art and amount of content is very promising.

Developer

Thank you for the feedback, I've just pushed a new build that targets your feedback. Changes can be found here

The game is too easy. I got to wave 100 on my first attempt, and then quit because it was way too long and I reached a round number. That should really take a lot of upgrades. And now I've used all my cogs to upgrade my damage a ton, trivializing later runs.

Developer

Thank you for the feedback, it is very valuable to me. I've uploaded a new build with changes targetting your feedback. Changes can be found here

Too grindy.  I did a big play to level 100 and then reset, and I can move the speed from 2 to 2.57.  That's practically the same speed.   I woudl make it hrder to progress, but make the upgrades really matter.  

Developer

Thanks for the feedback. I've just pushed a new build targetting your feedback. Changes can be found here

(4 edits)

AS others say, too easy, very grindy, needs more enemy types to justify anything that isnt damage, key waves would be nice as in a calculated jump in difficulty that would "force" a backing to be able to use stuff, add new music would be great. different sound effects, enemy sounds, , a way to know that the time increase is one, or just have the max speed the base speed always buy allowing you to upgrade to let the game actually run, i stopped upgrading things at wave 100 since i was bored. also, if all enemies in a wave are dead, please move to the next one, or at least have that be an early upgrade available as a toggle or something, s(since sometiems you might want to regen and not force next wave) Also with the key wave thing, have them be checkpoints unlocked type thing, since starting at wave 1 every time feels pointless since my base stats increase with all shopping instance. didnt feel like i made any choices, Also, the boss kill rewards didnt feel impactful at all, i get 6 credits? i think thats waht it said at wave 50? when i had 2-5k?. If it is intended to be an idle game, let there be an option to have it run in background (or seperate tab)  Maybe give players something to actually do outside of upgrading too. skill trees, classes, build routes, idk IE, a second base unlocks at certain wave/upgrade, spells, a controllable guy that you can run around, so you make the choice of idle or active play upgrades, story content if planned, Just ideas, im not a designer or anything, just throwing things around. i feel that things like crit chance should have a log cost increase or something, since each point you get in things with a max # get better, Damage scales too fast i think, i just kepty my dmg at 2x their HP always. Despite how it might sound, i had fun and you doing good work, whats there feels good and engaging enough, keep it up!

BUG:i play on ultrawide, when i went to fullscreen, then came back in mid wave, the enemy stopped outside of my range and was hitting my base, i had to remaximize, it started moving again, then minamize during a wave they didnt attaack from the right hand side, or at the end of the wave so it didnt happen.

BUG2: scrap/wave purchase button always highlighted.

EDIT: found the stuff to spend my crystals on, was kindof hard to notice for me since the buttons are small and at the bottom right thought i didnt have it unlocked yet. might want to bring it into focus more, or again short tutorial at some point. however the things there at current standing dont feel like they do much since too easy as is, Also, im not sure what some of the things do, like berserker.

Developer

Huge thanks for your feedback, it is a lot to read but a lot of value to me. I've just released a new build that targets some of your feedback. Please have a look and provide feedback if you can :) Changes can be found here

(5 edits)

I play on browser btw, not sure if i said so before.
Okay, played some more after the update, thanks for fixing the bugs.  The damage scale and enemy density does feel better, but without new enemy types it basically feels the same, but a move in the right direction. Since i still just godamage upgrade until i lose repeat. I am unsure what the green aura enemies even do, since they always die. 

 As someone else said, having your damage appear in 2 spots, at the bottom and at the side is strange, as well as regen. The scrap mult seems fine.

In Chips screen, it is hard to tell how many of each Chip you have, when buying x10 not being able to see any noticable difference without clicking on each one individually feels bad, having the copies easily seen, or a symbol if it is able to be upgraded would be cool. 

When getting wave milestones for higher tiers of levels, getting 14 scrap, when you have 90k from the current run. . .kindof feels pointless.

the later stages feel much better when you get the game speed buffs, nad you can start cycling through the bigger upgrdades rather than feeling you need all the small upgrades, 

Range should have a level cap once it reaches where any enemy can spawn.

BUG?:when doing buy 5, it shows you can buy before you have 5 (meaning you can buy 1,2,3 or 4 , but the price still says the 5 price, and the upgrade blue text shows the 5, even though buying less than that. so its more like an up to 5 buy, not a 5x buy. which if you have the money is fine, but if waiting for the purchase box to change to highlighted to purchase feels bad since it isnt a 5x buy like it implies.  Id suggest having it be up to 5 as it is now, but having the price and upgrade (blue) text change based on what it will actually upgrade to? 

BUG?: wave rewards seem to come at halve wave not at wave finish, not sure if intended that way.

Developer

Thanks for the super detailed feedback! A ton of it is in the new build! The green-aura enemy now visibly shields an escort pack so you can tell what it does. Chips show your copies + a level-up marker, and pulls now reveal exactly what you got. "Buy 5" shows the real price for what you'll actually buy. Wave rewards land at the end of the wave. Milestone Scrap scales with Voltage now (no more pocket change). And Range caps once it covers the screen. New enemy types are the next big thing on my list and I am open to any suggestions. Thanks again!

(3 edits)

The new update now brings my browser to its knees when upgrading more than one level in coilworks an makes it unplayable now because one max purchase takes minute(s) to be "calculated". I'm guessing it has to do with the changed save behaviour.

Developer

Thanks for the report, you found a real one and it's now fixed for the next update. Good news first: it isn't the save system, and the save fix from the last update is working, so nothing you buy is being lost.

What actually happens is that a Max purchase buys levels one at a time, and the game was redrawing the entire upgrade list after every single level. The last update also made milestone Scrap scale up at higher Voltages, so a Max purchase can now be thousands of levels in one tap. Thousands of levels times a full redraw each is what locks up the tab.

The fix makes the screen redraw once per purchase instead of once per level, which brings Max back to well under a second. Until the update lands, the x50 multiplier works without the freeze.

(5 edits)

Some feedback from a no-life gamer…

1 - I recently hit Voltage 15 and decided to go try to get the first relic. With my attack multiplier so high and most of my other coilworks upgrades pretty well off as well, I figured it would just be a waiting game.

I went to the grocery store and bought about $300 worth of groceries, hauled it back, put everything away and checked back on the game roughly 1 1/2 to 2 hours later - It had gone up from wave 340 to about 680~690. Exactly how many days/weeks do you intend for players to continuously run this game to obtain the relics? Are they even worth it? There’s no indication as to what kind of gains you actually get from them aside from the stat they affect (seemingly) but is it a 5% increase? A 50% increase? A 500% increase? There’s no way to know without obtaining them… which seems unfeasible. Considering the multipliers at V11+, I really don’t see a reason to even worry about them, either. With each new Voltage increasing the difficulty (and gains) by a few orders of magnitude. (V13: 77.27T; V14: 309.06Qa; V15: 1.24Sx) Literally one wave on V15 is better than 100 waves on the previous voltage… which is fine, but this also means the multipliers you get to Scrap are kind of meaningless.

That aside, the issue of ridiculously slow progression is something that needs to be addressed, if you want the relics to actually be obtainable in a realistic amount of time. There are a few different ways to potentially address the issue, so I’ll list them here:

1a - Wave Skip - Instead of skipping one wave, it skips (highestWave - currentWave) / 10 or 10% of the difference between your current wave and highest wave. (If highest wave was 500, it could skip up to 49 waves, if triggered at the end of the first wave) and if you are at or above your highest ever wave, then it skips the minimum of 1 wave. This would make the chip actually viable both for farming and for progression, without dramatically increasing the difficulty.

1b - Intro Sprint - Lock the speed at 2x/3x and with upgrades increase the wave counter instead of the speed. Level 1: 10 waves; Level 2: 20 waves; Level 3: 40 waves: Level 4: 60 waves; Level 5: 80 waves; Level 6: 100 waves; Level 7: 200 waves; Considering the gem cost of obtaining duplicates (and the relatively low chance to get this specific rare chip) getting past level 3 or 4 is basically unthinkable without considerable grinding. (Dozens or hundreds of hours; depending on how much you neglect other gem purchases)

1c - Game Speed multi (Blueprints) - Increase the cap (and have the price scale pretty hard after level 3 or 4); pretty simple solution, but also runs the risk of increasing lag. See #4 below.


2 - Chips UI is kind of weird. After you obtain the 4th chip slot, the fifth shows up off to the right, and you have to use a scrollbar to access it. This feels chaotic and strange. Would it not make more sense to move it to the next line?


3 - Enemy Balance chip - When equipped, adds a bit of text to it’s label reading “[Locked In]” which doesn’t show up on other chips when equipped. What is the reason for this?


4 - Lag - Holy crap. Around wave 200 or so, the sheer volume of enemies spawning in slows the game down and each wave ends up taking more than twice as long as normal. Around wave 700 it was taking more than 45 seconds per wave, and around wave 825 it was taking over a minute per wave. I have a few suggestions to reduce the lag, so please take them under consideration:

4a - Hide Loot Numbers - Add a setting to hide/disable the charge and scrap loot popups when killing enemies.

4b - Rebalance - Reduce the swarm size and increase their stats more on higher waves. A previous update caused this, and it seemed a bit short-sighted to me as I was reading the update notes. Hopefully more tweaking can solve the issue without destroying the enjoyment.

4c - Frame Skip - I don’t know if the game utilizes frameskip at present, but if not… then please consider adding it.

4d - Repair Kit (Rebalance) - Great gods of gaming, how many repair kits can you fit on one screen? Too many, apparently. The cost of the rewire is kind of insane, considering you can effectively only get gems via active play… and 500 is just too much imo. I need to save up though so I can get the repair kit upgrades permanently out of my build. I don’t take damage, so they serve no purpose. (Glass cannon build) Also, there should be a strict limit to how many can be on screen at once. Maybe 10?

4da - Side note: Maybe make the first rewire free after unlocking it?


5 - Scrap Per Wave upgrade is utterly useless beyond a certain point - Right now my Scrap per wave is 31.2k and the multiplier for the current Voltage is 122.36Sx. Meaning I am getting literally a few sextillion scrap per kill on Wave 1, and hundreds of sextillions per kill on higher waves. 31.2k per wave is honestly not even enough to consider it a drop in the bucket. Potential solutions:

5a - Scrap Per Wave scales with Scrap multiplier(s) - Not a 1:1 ratio, because then it would be ridiculously overpowered, but maybe at a square root scale? With an overall multiplier of 1m you would get Scrap Per Wave x 1000 instead. Just a thought I had while typing this comment. It would still end up scaled out of use but it would last dramatically longer instead of being utterly useless around Voltage 7 or 8.

5b - Scrap Per Wave gains scale with wave/voltage - This would be a bit of a pain to balance, but basically each wave would give you Scrap Per Wave x (1 + 0.01 x waveNumber) x voltage; so voltage 1 wave 100 would give you Scrap Per Wave x 2 and voltage 3 wave 250 would give you Scrap Per Wave x 3.5 x 3 or Scrap Per Wave x 10.5; this would (in theory) extend the utility of Scrap Per Wave without tying it to pre-existing multipliers.


6 - Need. More. Gems. - Good golly, Miss Molly… The costs get pretty ridiculous later, and the amount of grinding required to buy stuff is equally ridiculous. My 5th chip slot will be over 400 gems, and each rewire costs 500 gems. You get, at best, 2 gems per 10 waves (give or take) plus one time rewards… it’s like the game was balanced in such a way as to suggest you can buy gems but there’s no option to buy them. Some suggestions:

6a - Free Gem (singular) every 10 waves, all voltages - Plain and simple: you get 1 gem (collected automatically) every 10 waves completed regardless of voltage or previous progress. It ain’t much, as it would still require FIVE THOUSAND waves to rewire ONCE, but it is something and it helps.

6b - More frequent random quests - 2 quests every… 8 hours?! And with a possible total of less than 50 per 24 hours? Are you serious..? That’s literally 10 days for a single rewire! I’m baffled at the choices having been made here, given how expensive things are in this game. How about 1 quest ever hour with half the rewards at present, and the weekly goals gets roughly doubled so the max tier is 100 random quests instead? And increase the max quests you can ‘stock’ at once from 6(?) to 10 while you’re at it. Please and thanks.

6c - Auto-collect Gems chip/blueprints - A chip that automatically collects gems that drop during normal gameplay. Alternatively, you could make it a blueprint instead, with the unlock on Voltage 13 wave 50 (There’s nothing on Voltage 13 at the moment, except the unlock for V14, the skin, and the relic) and a price that puts it firmly at the end of V14 or start of V15. (10 Sp)

6d - More Gem Enemies - A new coilworks upgrade that increases the spawn chance for gem-type enemies which drop a gem on death.

Side note: The various gem costs in game might need to be rebalanced instead or in addition to the suggestions/notes above. I still find it weird that chips which offer at minimum 15% value cost the same amount as components, which offer at minimum 10% (and honestly kind of suck in general, unless you get insanely lucky with the rolls)

Side note 2: The 4th blueprint slot costs 1.4k gems ffs…


7 - Auto-blueprints - Plain and simple… if I have enough Scrap to grab the next level then the next level of a blueprint should automatically start so I can actually get some value out of the blueprints even during longer runs. (Any run that lasts over 3-4 hours basically means you are wasting a ton of time that could be spent obtaining more blueprint levels)


8 - Range - I got range coilworks upgrade maxed before I entered Voltage 2. Many days later, I unlocked Overclock and bought a somewhat expensive upgrade to multiply my range from 1x to 4x… and there’s literally no difference. A few of the other Overclock purchases are similarly useless due to maxed out stats. Crit chance, it seems, has a small purpose of going over 100%, thanks to a chip that I got somewhat recently, but I don’t know if there’s any point in using it considering damage is really not a concern in the current version. (time is the much greater concern, considering how long each run takes and I have to get to wave 300 to unlock Voltage 16)


9 - Enemy Stats - I really wish there was a way to view enemy stats. Maybe by clicking on an enemy, or by clicking on the wave counter? Even if it’s just the base enemy’s stats, something to indicate how much health they have and how much damage they can do would be greatly appreciated.


10 - Overclock upgrades (buy max) cause the game to effectively freeze for upwards of 15-30 seconds - So far as I can tell, this was an issue that presented elsewhere in the game and was addressed, but apparently the Overclock screen didn’t get the update. It seems to be redrawing on every single level that is being bought, despite buying in bulk. I hope this one proves to be a quick fix, since a very similar issue (I assume) was already fixed elsewhere a couple months ago.


11 - Deflection does… what? - Deflection is maxed out, at 100%, which according to the tooltip means I am invincible? Of course, I can still be killed in the run, so something isn’t right here. Some kind of miscommunication is occurring here and I’d really appreciate some clarity lol.


12 - Defense stats do basically nothing for me - With high enough damage, and maxed out attack speed (and range) the defensive upgrades are completely meaningless. If there were builds that actually took advantage of the defensive stats, such as reflect or knockback-on-hit type builds, this would simply be a question of playstyle and build, but since those effects do not exist, the defensive stats are basically just a useless collection of Scrap dumps.


I think that’s it for now. I’ll comment again if I find anything else that stands out to me.

For the sake of clarity, I want to emphasize one important point: I am very much enjoying this game!

I provided the above feedback (some of which may seem somewhat toxic or venomous) because I genuinely want to help improve the game. But at the end of the day this is your project and you are the one who will make the choices that matter most.

Much respect. And keep up the great work.

EDIT: I play on browser, in case that information is needed. (I don’t know if there’s another way to play this game or not, but I saw someone else make the comment, so I figured I might as well add the info here)