Nice start, I love a good tower defense. Definitely needs a wave counter and timer to help you prepare and rush rounds. The free-building placement is interesting, but I could just put all my towers at the entrance. I think there needs to be some penalty or restriction on too many towers in one area.
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What did you revive? What was your inspiration?
The inspiration was the Dungeon Defenders games
How do you play your game? Is controller required?
Its played with keyboard and mouse
What asset packs did you use? What, if any, content is AI generated?
Effects from MagicSoundEffects and EpicStockMedia
Music from Game Music Treasury
Adquired from Gamedevmarket
Comments
The player and enemy characters are pretty cute. I like the ambiance your team set up.
A wave countdown would be nice, and I wish you could move while placing towers.
It's a great start on something that could be pretty cool!
I ran into a bug where alt-tabbing out of the web build window didn't let me set the Godot window back to the focus so I couldn't control the camera anymore, but thankfully it was oriented in a way that let me see the enemies spawning still, lol.
Just some thoughts I had if you want to keep expanding on this, I definitely get the feeling that there's more content that you wanted to put in here so I'll try not to just say "you should do THIS" ...
- If you want the waves to have so many enemies like they currently do then I'd give the player the ability to continue moving while their attack animations are playing. It would make the game feel more fair because the player is a more capable character and third-person action games can flow really well if the player doesn't keep getting locked in place to do their cool stuff.
- It's hard to gauge the exact range of the attack right now since the visuals are significantly smaller than the player character. I'd recommend toying with different sizes and I'd personally prefer going a bit over-the-top for the attack visuals so that they're very obvious where they reach.
- A quality of life tweak you could do would be allowing the player to hold the attack button and continue attacking. The enemies require several hits to take down each and that turns into a LOT of clicks by the end of a wave with the current number of enemies. If you want players to go through several waves then they'll start to feel the wrist/hand fatigue after a bit right now.


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