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Calorie Defenders ( Alpha )

2D Action Platformer Tower-Defense Game ( Veggies Fighting Candy ) · By barret232hxc

Game Discussion` Sticky

A topic by barret232hxc created May 20, 2022 Views: 99 Replies: 3
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Developer

Woul love to hear thoughts on Calorie Defenders

i liked the game, but it did have its issues:

the characters are not created equally. Broccoli is the best character. his charge attack is the best crowd control of the game and allows you to shut down an entire lane on your own. . his ult is also a great cc that blocks off lanes. Broccoli is the undisputed king of cc in this game, and since cc is what you need to defend against the hordes of spam enemies, he is the best character. carrot is a decent character with a great basic attack averaging 240 damage per use, a useless air attack as it doesnt lock on and a meh charge attack. his charge attack is his consistent cc, but its not very good. it does a massive 400 damage and pierces, but rarely will hit multiple enemies due to map layouts and so doesnt do a good job of cc. his ult is powerful, but not consistent enough to make up for carrots lack of cc. carrots strongsuit is single target dps, which isnt useful in this game. Tomato, your favorite, is the worst character. her basic attack is weak, the air attack is useless like carrots and the charge attack is single target. yes you can indefinitely stunlock with her charge attack, but only one enemy. and the damage is terrible. her ult is her only form of cc, but since ults can be used like once every wave its not consistent enough to help. tomato would be overpowered against bosses, but is useless against the spam enemies of this game.

The quests in the game are kinda weird. They just felt a bit random and like filler content. They only complete at the end of the game, when they aren’t useful and they aren’t set up in any way, which makes them feel disconnected from the game. They have potential. the first tomato was a decent idea with a miniboss protecting them. That could have been a nice theme, and the flying tomato would be a worthwhile reward. The only problem is the tomatos and totems were along the progression path. Making them optional detours would have helped. The totems could be secrets scattered around the map and the tomatos could be locked behind optional minibosses. This would give them an identity. also the tomato quest isnt tracked. the totem quest at least tracks your progress and tells you the reward. i completed the tomato quest unknowingly and was confused on how i had gotten the floating tomato. a notification would be nice. also the totem reward is pretty useless. the jetpack doesnt help traversing the map, especially not at the end of the game where you unlock it.

Why does every stage have 3 waves? I would love more waves. I never get to use all the plants in my roster, or to build the full defense that I want. there is a jar that adds an extra wave, but thats not enough. later stages with 10 waves should have been a thing.

the shop guy is so annoying. i cant see where i place my plants and i once accidentally bought one of his things and had to reset. the buffs arent worth it at the start and so he is useless. as he doesnt appear between waves.

Spawn all houses at the start of the stage. I don’t want to build a defense, start a stage and then have a second house appear that I didn’t defend against as I didn’t know it existed. That happened on the stage locked behind a key. I checked the bottom, but there was no house. I defended the top house, the wave didn’t end and so I checked bottom and there was a full wave barreling towards my unprotected hunger. luckily broccoli is the goat of cc and I was able to singlehandedly defend against a house. This shouldn’t happen. I haven’t played a single tower defense game that didn’t show where enemies would be coming from. How can I defend what I don’t know exists.

Plant ranges are terrible. The avocado and peas only shoot when an enemy is like 4 tiles away from them. Why? They get so low value due to this. Straight line shooters already have an issue in this game due to diagonal levels, but this just makes them worse. Let them shoot on line of sight, that would make them worth their price. The melon has a weird range. It seems to have massive blindspots, that make it not worth it. The pineapple only seems to shoot if an enemy is right on top of them. As a diagonal shooter pineapple would have been great with the map layouts, but instead is terrible.

 

The best plants I found were cc plants, big shock. Cabbage has amazing value due to the lingering stun that prevents enemies from moving past him. The poisonous mushroom was great to make enemies squishy. Paired with broccoli this was a powerful way to shut down a lane without any other plants. The ice plant was great for controlling enemies and keeping them in high damage areas, cactus under cabbages did some great damage.

All other plants were kinda bad. The pumpking and sugar cane were not worth it with only 3 waves. With more they would have been solid options.

All single target plants sucked. Beatboxer can stun and deals lots of damage, but is single target. The hypno plant suffers from the same issue.

While you have lots of options, in the end I only used cabbage, ice plant, cactus and poisonous mushroom, as they could actually defend a lane on their own. The problem is most plants being single target, while the focus of the waves is quantity. Maybe add some stronger enemies or bosses to the waves to make single target viable. It would also make carrot and tomato viable, as single target is their strongsuit.

The ending is also kinda abrupt. You free some kinda of titan, do a sorta wave defense, just that you cant lose and then you fall into the void and a win screen pops up. Thank god you can continue the game, as I had not yet backtracked after getting the final key piece. The ending just felt so out of place. Maybe its because this game lacks a narrative. We don’t have a goal, so why does freeing some titan win us the game? How was that the goal of the game? This could have been explained better.

 

All in all a fun game, it has a lot of flaws, but its fun to play around in. the jars seem like an interesting way to spice up the game and to add to replayability, but their effects aren’t significant enough for me to want to go back and try them out. 

Developer

Wow!!! This is probably the most detailed and best feedback for a game I’ve ever received.

I think you have a real gift for analyzing and testing games. You could be a consultant for indie developers. I’m not even joking, this is like the kind of feedback you normally have to pay someone for.

I dunno if you have a quality assurance or testing background. But wow this is such good feedback. Actually has motivated me to want to improve the game. I haven’t worked on it for a long time but you’ve really laid out so many things that can easily be improved with some tweaking.

But seriously this is your gift, I really think you could help developers make better games and even charge for it haha

Thanks, but i really just do this for fun. i like playing indie/college project games and i like to share my opinions about those games.