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Dream Serenity

16
Posts
1
Following
A member registered 87 days ago

Recent community posts

Everything in the game from menus to combat is hard to visually parse. Theres too much noise, text, clutter, dithering. A good visual design easily communicates points of interest, this game does the opposite.

Its kinda fun idea, haha it was funny when Sir Bramble looted my gold and ran away.
But theres not much interesting stuff going on here, just number go up.

Very promising project. Wishlisted. 
My only concern is the death mechanic, which makes everything feel pointless, but it's an interesting idea to explore.

I wanted to like this game, but its horribly unclear in every possible way.

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Heheh, I was actually playing a game about the time you said that, but I didn't notice your message.

With the 60 sec build up time I meant before the first wave spawns in the game (i often run out of time and my first wave is empty, then enemy gets the mid and they win with the gold advantage, or I can't really plan). You can simply pause the gold generation for the duration, if that's a pacing issue.

Your game is good, I would expect a lot more interest coming your way.

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Yeah, these are just suggestions offered humbly - it's your vision.

 I would prefer more fundamental game systems creating asymmetry over Armor/weapon types: pikemen having long attack which prevents cavalry charge on hit and knocking back for example.

Special abilities are the strongest candidate I think, turning battles on good usage and counter-usage. The game already requires constant attention for placing units, so this would not change the game flow for the players. I love the idea of Elves casting an aoe root which delays part of enemy army. Controllable abilities would also work really well with terrain features for changing battle flow.

Pacing: I tested a little more and the pacing is quite good gold-wise, I would maybe lower it -20%. I also recommend not having several settings for the configs, easier to tune a single config and that keeps the game experience and balance same for every player as "Intended Experience". 

One further thing I would like to add is that I think the ground textures require a rework as priority one. They're visually cluttery, out of scale and poor resolution. The aesthetic experience of the game will greatly benefit from cleaner and simpler ground.

- I would make the first wave spawn in 60 sec so theres time to build and not instantly lose the game in first wave

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Hey, I have to commend  you on the game, its well done and polished and even has multiplayer.

Lanes: I would like some blocking terrain features, partial chokepoints - these make the fights dynamically change depending on where it exactly happens, meaning the combat can go very differently in partially choked point (good for ranged) vs open field (good for melee). That makes things a lot more dynamic. Hills are a good idea as well.

- Mines: I would move the middle mine a little bit forward, so its being hit more likely before the castle, but the castle does protect it to an extent. I would also add much more hp to the mines so they are not easy to destroy at start. This would also help with the game pacing, as I think lost matches drag on for too long on the losing base.

- The middle capture spot which gives income: it's a good idea, I would maybe separate it into 2-3 spots (sections) so contesting becomes a bit easier and balanced, and I would add some money income icon into these to clarify they give income and are important - not taking them cost me my several first games without knowing why. Although maybe just one spot is enough.

- Pacing: I would give a little less gold, so the matches become a bit more tactical instead of instablobs.

- Blurriness/Bad visual quality: Might be since my QHD 2540 px or so screen is going full screen and your game might have different aspect radius than mine, so things get stretched weirdly.

- Weapon and armor types: I dislike this poorly understandable method of balance and counters. It makes things erratic, like my Big Tree dying instantly to enemy mages. I recommend removing that system, and instead scaling things with health and damage instead - like some very big units just need very big damage counters - and numerous small units need aoe. It's not a good countering system, and its confusing and complex and arbitrary. Removing it is a short term loss and a long term design win.

- Asymmetry: The core idea of the races is that theres differences between them which make each feel meaningful. Currently they feel roughly the same, with rather minor differences.

Asymmetry suggestion: Heroes (a special unit which levels up and comes every third wave or when revived with money, making pushing more timeable and strategic. Currently theres very little to the blobs blobbing eachother until one wins.

Asymmetry suggestion 2: Activable ability for each faction. Humans might get a small aoe full heal + invulnerability with 2 minute cooldown. Shadows might spawn a group of units behind enemy backline. This adds much needed dynamism to the combat.

Asymmetry suggestion 3: Faction sides get effects. Elf side of the map might slow and root invaders. Undead home turf might deal constant minor damage to all enemy units standing in it, eventually killing weak units. Maybe fire has a speed + attack speed aura for ally units.

Really cute, nice pixel art, good vibes.
Game designwise I just don't see any interesting choices initially.

Cool game. Enjoyed a few matches. Factions are great.
- issue: The graphics are quite unclear and blurry

I also wonder if the lane could be more meaningful in some way. Currently everything is interesting except the actual featureless lane combat.

I liked that its a cute and clean design. Yet I was hoping there would be a bit more of tactical choices, like multiple flowers of same type.

Cant click anything in the map menu to start playing (on Brave/Chromium)

I absolutely love the forest aesthetic, treants and all!
The towers have interesting mechanics, like root or poison cloud.
Really well done. I will be waiting for updates :)

Ah, a plants vs zombies style game. Still very early! Good ideas tho