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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

My overall thoughts.

A topic by Snowvaan created 86 days ago Views: 87 Replies: 1
Viewing posts 1 to 2
(3 edits)

Had to make a video since a lot of what I wanted to point out would require prints, thought would be easier.

0:00 – Menu visual bug Clicking the ON/OFF button for Reduced Effects doesn't update its highlighted state. Instead, clicking Enemy Animations updates the highlight for both options.

0:40 – Coilwork Barrier Reform and Range should probably have a maximum cap.

0:55 – Blueprint progression / gem economy I finally maxed all Blueprints, and it took an extremely long time.

The fastest method I found was using the x5 Research Speed boost (the green resource—I don't remember its name). Besides increasing research speed for one hour, it also reduces the gem cost to instantly finish research by 5x.

For example:

  • Normal rush cost: 10 gems
  • With the boost: 2 gems

I'm not sure if this is intended since you're still spending another resource, but it effectively multiplies the value of every gem you own.

If gems are intended to be the game's main monetization, this may become an issue.

There's another exploit involving the 15-gem reward. It appears to use the game's internal timer instead of real time. Increasing game speed also increases how quickly you earn this reward.

At x28 speed, you can:

  1. Enter a Voltage.
  2. Skip the early waves.
  3. Collect the 15 gems.
  4. Reset.
  5. Repeat.

This lets you earn roughly 15 gems every 20 seconds.

I think the reward should instead use its own timer based on real elapsed time (or local/system time) rather than game speed.

1:00 – Milestone capacitor rewards Milestone capacitor rewards are far too small.

For example, the base upgrade already costs 10 capacitors, while reaching Wave 750 only rewards 1 capacitor. Repeating that milestone ten times for a single upgrade isn't very motivating.

Unless there's another reliable source of capacitors later on, I'd suggest increasing milestone rewards substantially (perhaps starting around 50 and scaling upward).

1:40 – Performance Performance is much better than before. Even at x28 speed, the game remains smooth.

2:00 – Enemy pathing bug At x7 speed, performance is still excellent, but enemies start behaving strangely in the top-left corner.

They repeatedly twitch in place instead of moving forward, eventually forming a group that the tower can't reach.

2:50 – High game speed may become "pay to lose" Switching back to x1 speed shows how quickly the tower actually kills enemies.

Early in a run, this could become a serious balance issue. Since enemies move much faster at higher game speeds, players can die simply because the game simulation can't keep up.

The Blueprint game speed upgrade is arguably one of the most valuable upgrades because runs are very long. Most players will eventually want it.

If gems are monetized, players could spend money specifically to unlock faster game speeds, only to make the game harder or even lose runs because of simulation issues. That's a frustrating "pay-to-lose" experience that may make players stop playing.

4:28 – Persistent stuck enemies The enemies stuck in the top-left corner are still there even after resetting and changing Voltage.

4:28 – Performance improvement Performance is still significantly better than previous versions. Even at x28 speed, gameplay feels much smoother overall.

4:50 – Possible CPU bottleneck during damage calculation This is harder to notice, but every enemy death causes a small hitch.

My guess is that the game is calculating Tower Damage vs Enemy HP using extremely large numbers for every hit, and those calculations begin to add up at high game speeds. This may also explain why enemies eventually start grouping together.

One possible optimization would be an overkill check.

At the start of each wave, compare the maximum possible enemy HP against the minimum guaranteed tower damage.

If the tower always kills the enemy in one hit, skip the full damage calculation entirely and simply remove the enemy when hit, only processing rewards and other effects.

Only perform the full damage calculation when enemies can actually survive a hit.

Exactly what counts as "tower damage" depends on your combat system (base damage, upgrades, multipliers, critical hits, etc.), but using conservative values (worst-case tower damage versus best-case enemy HP) should make this safe.

5:05 – Visualizing the hitching This is a good place to see the issue. Watch the gem icon at the bottom of the screen—it visibly stutters every time an enemy dies, suggesting the hitch may tied to the enemy death.

The rest of the video is mostly gameplay. I didn't notice anything else worth pointing out, but I thought these issues were worth documenting.

Few random things:

I think some sort of "encyclopedia" might be cool for the game, where we can see all the different types of enemies, game mechanics and resource types (That this game have plenty) gems, charge, flux, green thing, capacitor, etc etc. You could even have the enemies have their own animation playing when reading their description/stats since would be a shame not to use the assets. Lore?

I started using the chips just took me finishing the whole blueprints but, yeah.

4500 waves milestones is crazy work, but I'm sure people will do it. 

Overall I enjoyed the game, there a few hiccup here and there but I'm sure you're working on them so it should only get better from here.


Developer(+1)

Thank you for taking the time to make a video, this is one of the most useful pieces of feedback the game has received. Every issue you pointed at turned out to be real, and two of them were bigger than they looked. None of what follows is live yet. It is all fixed in the development build and lands in the next update, so everything will behave as you know it until then.

The Reduced Effects button: confirmed, and your description was so precise it basically located the bug for us. The click actually works and saves, the button just lost its repaint in the last update, which is also why Enemy Animations was repainting both. So the setting may currently be in a state you did not intend, worth checking once the update is out.

Barrier Reform and Range caps: you were right on both. The effect caps already exist under the hood, the shop rows just never stopped selling. In the next update all capped stats get the same MAX treatment Critical Chance has, and their cost curves are being reworked to fit the capped ranges properly.

The research boost and gem rush prices: good catch, and after review we decided the current interaction is not something we want to keep. From the next update, rush prices read the unboosted research time. Fair warning so it does not feel like a stealth change, rushing while boosted will cost its normal price. The boost stays exactly as strong at what it is for, finishing research faster.

The 15 gem reward: you nailed it, including the fix. It ticks on the game clock instead of real time, so high speed compresses it exactly as you showed. The next update moves it to real play time, the way it was always meant to work. Until then it stays farmable, enjoy it while it lasts.

The capacitors: agreed, and this was already on the board before your video. The plan is to start capacitor rewards when Overdrives unlock rather than at wave 750, with a proper trickle after that, so the numbers you saw should improve substantially.

The stuck enemies in the corner: found it, and this one was nastier than it looked. Enemies spawned by other enemies dying, like splitter offspring, were invisible to every cleanup pass, which is why they survived resets and Voltage changes. Worse, each one permanently used up a slot in the spawn limit, quietly reducing how many enemies could spawn for the rest of time. The fix in the next update also heals saves that already have stuck enemies, including yours, so no reset needed on your end.

High speed making you weaker: you were completely right, and this was the most important find in the video. The tower's attack timer could only fire once per rendered frame, so at high speed the tower's real attack rate hit a ceiling while enemies kept scaling perfectly. Past that ceiling, attack speed upgrades did nothing and raising the speed genuinely lowered your damage. The next update makes the simulation behave identically at every speed, which kills the pay to lose problem at the root.

The death hitch: your instinct about where to look was good, but the numbers turned out to be innocent. The big number math is cheap. The real costs were a graphics buffer being rebuilt on every single kill for no reason, plus some debug logging that still did work in the release build. Both are fixed for the next update. Your overkill shortcut idea was clever but would have changed some reward mechanics, like critical kills paying out a chip bonus, so we went after the true costs instead.

The encyclopedia: genuinely like this idea, especially showing off the enemy animations. It is on the list for after the current fix wave.

And thanks for saying the performance improved, that work landed recently and it is good to hear it shows. The fact that you maxed every Blueprint and did the wave 750 grind means your feedback comes from deeper in the game than almost anyone has gone. If you spot anything after the next update, please keep it coming.