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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
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Comments
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.
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.
Thank you for! The characters would likely change as the proyect advances, but I'm glad they have some charm already
hmm i think than adding some movement while building could help in the placement, nice tip!
I had a lot of fun playing through this. There's a surprising amount of depth with how you can use towers to strategically block enemy pathing, but also to shield yourself in a pinch. Great stuff!
Thank you for the comment, I will try to add some variety to the towers and the enemies in the future to make diffetent strategies for both sides
This is a good start! Two things I'd like to see are timers showing how long until the next wave starts (and maybe how long each wave lasts), and some hit feedback when attacking enemies or taking damage.
Thanks for sharing your game!
Thanks for the sugestions! The timer would be a nice quality of life addition and the attack reaction is something i will work alongside a better combat feel in general
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.
Thank you for the feed back! I apreciate than the fundation is solid enough than can be seen with potential! Even with bugs x.x
There are a lot ot things than were a first for me to try to implement, I'm glad the rougher parts are something fixable!
I'm taking note on the improvements!