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Attack of the Size Queen

Tower Defense where you expand your enemies to immobility to make yourself bigger · By CrypticExpansion

Report Bugs Here

A topic by CrypticExpansion created 4 days ago Views: 420 Replies: 10
Viewing posts 1 to 4
Developer (3 edits)

Known Issues:
Victory Screen's art doesn't load
Butt has small gap on it, notable when clicking. 
Range Upgrade might not work
Some render order issues with enemies and turrets.
UFO Render order during easter egg
Some circumstances allow GTS to talk over herself

(+1)

I’d like to make a few suggestions.

For instance, making the game downloadable—since for some people (myself included), the game won't launch from the browser.

Developer

It is planned :)
I was doing web builds a lot because it was easier to test with, and I didn't have time to make downloadable builds before the jam period. 
I can't upload files until the end of the jam period, but I will make sure eventually there will be a downloadable version for Windows and Linux.

(+1)

SUGGESTION. Zoom out more on growth, so that you can see the whole "Queen".

Developer

I do plan on tweaking the camera a bit more for that. There is a limit to how far I can go before we hit world edge, but I think I can squeeze a little bit more out of it :)

Dunno if it's a bug, but I expected each of the direct upgrades to grant a size increase for a total of 4 stages (Base to Base+3). The first upgrade doesn't change size.

Palm slam also destroys "corpses", meaning they can't be claimed.

As for suggestions? 

  • When the invasion is done, allow the queen to suck up everything at once and let her grow to the appropriate size BEFORE hitting the victory screen.
  • Palm Slam automatically absorbs anything it kills (Or it's another upgrade, also solves the "bug" above).

Aside from that, standard "expanded features" like upgrading towers, more Queen upgrades, more units, and maybe an infinite mode.

Developer

Upgrade ambiguity is a symptom of me getting that feature done so late in the jam. The original plan was to have upgrades build up to growth, or specific upgrades would do it - and I'd like to play with upgrades more.  Additionally size was originally supposed to be tied to upgrades! I had put the grow on abduction as a test and it just played really well so we kept it!  

I do need to play with growth rates more. Right now she grows the same rate regardless of size absorbed, but I'd like to change it to vary a bit, will help a bit with her growth at the end, plus little growth spurts and variance can be more exciting!  

The hand slam is intended to kill, the Advisor and Queen Velkira herself both comment on it.  Its what narratively fits as to why the GTS isn't just smooshing everything instead of using her smol little tower.  Plus, I know not every player may be into aggressive GTS so don't want them to feel they are missing out if they choose not to use it. However, there's definitely some room to adjust the attack, and I'll see what I can do about making it feel better!

(1 edit)

So... To make sure I understand this correctly. When a ship is sent out to collect, it brings back the same "growth amount" regardless of how many "converted tithes" are picked up? Well, that certainly changes how I'm gonna approach further runs a bit. At least until it's corrected. I personally enjoyed the idea of letting a ship gather as much as once, but if it basically doesn't matter then I may as well send it out constantly. 

I don't remember hearing a line on the slam, but at the time I had used it because a couple of pesky troops got too close. It just happened to catch some of the bodies not yet picked up. Still, I do think "palm slam auto absorbs" would be a solid late-game upgrade effect; reinforcing that she doesn't want to just use it because she needs the people alive.

EDIT: Found a bug. Defeat screen is completely skipped, no sequence at all. Just restarts.

Developer

No, more persons collected is ultimately more growth, just the growth rate itself is linear - if she grows by 10 points or 30 points total - her growth rate is just the same, but the target is different.

(+1)

Ah. Alright. Also, dunno if you caught my edit on the defeat sequence not happening at all.

Developer

I did not, but I am aware of it. Defeat screen art was finished just right before the jam, and I did not have time to implement the scene before it ended.  It will be in the post-jam version :)