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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 20 days ago Views: 145 Replies: 16
Viewing posts 1 to 8
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.