I would love to hear your suggestions, this game will become special because of the ideas and thought btd5 fans like yourself bring! I do plan to make speciality buildings with have 5 upgrades instead of 4 some of which will utilise unused/scrapped btd5 concepts and I hope to rework some of the weaker or more unpopular upgrades. I just hope the game isn't too much of a pain to load and play (using scratch has its limitations sadly).
Viewing post in New Update Bloons TD 5 Demo v2! comments
Ooh, five upgrades would indeed be very interesting. And I just got myself thinking… what if the 5th upgrade of them is a big buff for the tier 4s specifically, but you can only buff one of the tier 4s at a time? Might be a bit limiting, but I think it could be interesting to see people working around what tier 4 they value more either for a certain situation or map or in general, and also it would add another layer to building-switching mid-game, where if you have both tier 4s you could switch them for rounds where one is more valuable. It could be something to consider
Also, and I apologize if I am overstepping, but would you allow me to continue this over Discord? Just for more solid back and forth. It’s alright if not, I just thought it might aid things
That could be the case for some towers, quite a lot of 5th speciality upgrades will mainly utitilise unused/scrapped btd5 concepts such as a bunchomonkeys and monkey sidekick to name a few. I also want to use these 5th upgrades to buff certain upgrades wherever necessary like the glue strike glue being able to slow down blimps (currently it only damages).
Oh I see. It’ll be great to see the unused content in the final product, much like the SBS
Now, after some research into both the unused content, the mobile version of the game, and your own, I have some ideas and discoveries
Firstly, for the Dart Monkey specialty building(And I’ll be taking my idea for the 2-sided 5th upgrade, if you don’t mind). The first 2 upgrades are the same across all of them, so that’s set. The third I don’t think needs to change, since I think the third upgrade of every tower should affect it in as many states as possible. The fourth could keep the exploding darts(maybe fixed to apply to all darts shot, which would include the fan-club), but also make Spike-O-Pults balls burst into 6 spikes upon expiring, and Jugernaut’s into 4 spiked balls(that still burst into spikes). Basically inspiring it on the bomb tower to amplify its crowd control. Now for the fifth, I had 2 unusual ideas. The left path would get “BunchOFans!”(I know they don’t have names, but I made it for posterity), which would work like this: You can place Dart Monkey towers on top of the SMFC, and they’ll be sublimated into the tower(Up to 6, which when complete would look very similar to the BunchOMonkeys upgrade). They attack like normal unupgraded dart monkeys along with the SMFC, but when the ability is activated, not only do they all become super monkeys(on top of the 9 separate dart monkeys the ability transforms), but the other dart monkeys that become Supers get the same amount of extra monkeys surrounding them as the main one(Only theirs are normal monkeys). I thought this would be a cool way to introduce the BunchOMonkeys concept, and I love the idea of the fans huddling around their beloved super monkeys. And for the Jugernaut I thought of “Unending Doom”, inspired by BTD6. This would make it so Jugernauts bounce off the map’s walls(the screen walls, cause adding BTD6 object physics to every map would be insane), with no timer to disappear(Until the round ends, of course). This is so it can use its full pierce before disappearing, while also allowing the funny scenarios where Jugernauts would hit enemies way off its tower’s range by bouncing over to it, amplifying even more the Crowd Control. But I do see how this could make it easily cluster the whole screen, so if necessary, every second it spends not hitting any Bloons it could lose 2 pierce(and maybe get a bit more velocity). So the longer rounds don’t become a massive mess of balls
I also think Spike-O-Pult should get a damage or attack speed buff. Maybe even both of they would both be smaller ones. I compared the basic versions of 3-2 and 2-3 dart monkeys on the OG and yours, and triple darts is better in both crowd control and single target situations, with the latter being by a massive margin, even though they’re cheaper in total. Though, to get a more conservative approach to the attack speed buff, it could be that the tower has a slow start-up attack(using its current base speed), but every subsequent toss is a bit faster. Still slower than dart throwing, but faster than normal
And my other ideas were in relation to the Glue Gunner, following up on what you mentioned about the glue Strike
The first 2 unique upgrades could stay as is(Though if the right path seems too underpowered, it could Glue Hose allow for the slowing of Blimps, but only by the extra 15% of the upgrade). And for the 5th, I have 2 ideas I very much like. “Bloontonium Reaction”: By making the glue’s acid components react with the Bloontonium in every Bloon, Bloonsolver’s corrosion ticks now get 1 point of damage stronger every second(This only lasts for the current instance of glue, so it’ll only build up for 22.9 seconds at full upgrades, resulting in 2737 damage per glue shot at the end). And “Limited Edition Super Glue”: Using the now abandoned product line of Super Monkey sponsored glue, this upgrade would make the Glue Strike ability be able to slow down blimps with the glue’s full capacity(which would be 65%), and Bloons by an even stronger 90%, and after the end of the ability, Bloons stay glued with the super glue, but blimps have a weaker 30% residue that will last the full glue duration before expiring
Now, some questions and observations(including “bug” sightings)Also, I still think it would be better to use discord for this back and forth. Just make things smoother and more responsive. Though I’m sorry to inquire, if it’s unwelcome. Corrosive glue seems to be ticking incorrectly in fast forward, resulting in a loss of damage when using it. Something else ive also observed in fast forward was jugernaut and spike-o-pult projectiles damaging the same bloom twice if it persists on top of their hitbox for a long part of their airtime(This could be spun into an alternative idea for the Jugernaut specialty 5, where when on top of a Blimp it uses its pierce multiple times a second to pile of damage. This could also be accompanied by making its ceramic damage buff apply to blimps as well, or apply to everything if you feel so bold). There’s a transparent line near the nose of the ZOMG spike. And finally, the mobile version of Bloon Impact makes it be able to pop black and zebra Bloons, despite that being the job of one of the specialty upgrades. While the one in your game does not do that. Was that on purpose so that the upgrade can keep its job? If not, I may have some ideas on how to make it work in tandem with Bloon Impact doing it by itself
also, thanks for your attention. I know I talk a lot
Thanks for all the suggestions, I'll bear them in mind and see what I can do. In the flash version some of the premium upgrades are integrated as speciality upgrades in later versions. I will keep those as premium upgrades and replace them with my own ones as I see fit. :)
I'll try and fix those bugs for version 3.
No need to thank me. I love researching and thinking about this stuff, and it’s all the more sweeter that I may be helping a project this amazing. Thank you for actually paying mind to my ramblings, and good luck with the project. I’ll keep on bringing more ideas as I work, if you don’t mind. Also, in effect of that, would you mind sending the stats of the towers you introduced in your game? Like the fire monkey and the SBS. I already have some ideas for them, but with the real data it would be easier and more accurate when taking balance into account for them. Not a necessity, would just be a good deal of help
Hm… that’s fair, though I think it’d be fine either way. Like I did for the Spike-O-Pult, I was thinking of bringing balance change suggestions in relation to towers or upgrades that do too much, or too little, for their cost. So even with numbers bound to change for one reason or another, I could find reasons it should change and how it should
For the tack shooter, I don’t see any need for changes. Either on itself or the specialty upgrades that already exist. I actually came to know that the tier 3s are bizarrely equivalent to each other. Both in cost and usability, but still excelling in their own niches
So, I came to some ideas for their 5th upgrade
“Incinerator”: The left path side of it will give the Ring of Fire an extra attack that’s similar to a short flamethrower. It will do 15 damage at the same rate of attack as its fire ring(Basically adding back the damage from the tacks it had in the previous upgrade as one attack made to give it the single target damage it lost when upgrading)
“Shredding Blades”: With launching mechanisms made to properly spin the blades, they now shred Bloons they pass through, doing 1 extra damage for every 0.1 seconds they spend passing through. This also applies to the ability(This might be weaker than I imagine, so an alternative on the function could be that it turns the piece it still has into damage upon the Bloon it’s hitting. So, since with full upgrades it’d have 3 natural pierce and 4 every other shot, taking the max for the example, the first Bloon pierced would take 4 damage, the second 3, the third 2, and the last 1. And in the case of the ability which has infinite pierce, all saws do 4 damage)
I also found another small bug. The targeting spot on ZOMGs seems to be way too far on their back, causing towers to attack it weirdly in some situations