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Lf2 Defender
#11
So I tested it. Plays good! A major problem is the difficulty level. The grunts are just weak that all I had to care about is collecting the goods (which I might even leave them alone, collect the items, and get back to killing them in the last second). I didn't even have to hire a hunter.

A suggestion: How about characters having stamina? Deep shooting forever simply by holding the buttons is kinda cheap; not sure as this is how most tower defense games work. Also, are you planning to do left, right and back sprites for hunter? Cuz it would be lame if all the sprites are as smooth, and hunter having arrows that flies from the side when he is shooting forward.
Also, please don't forget the awarding scoring system for the competitive play. I really liked how it worked for your older tower jumping game.

I might have rushed with the critiques that you're still not done with the game's base, and I am sorry if I did.

I like the idea of the enemies having different sizes according to their power btw.

Keep it up Gad!!

Edit: A suggestion for Jan as a support to hire:
How about spewing magic energy balls the same way you made it in the tower jumping game, but instead of the balls chasing the enemy, it would follow the cursor instead (?)
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#12
The curved map design is counterintuitive for an isometric game. I know a map without such curves is easy and straightforward, but what's the point of playing a game whose mechanics use straight paths if the game's challenge does not? I've played Dungeon Defenders, which has a similar idea to this. However, the character's defenses were much more flexible in their placement and use with simple things such as the unit focusing on a single unit until it goes out of range. Just watch the game. I'm sure it'll help with making your game. The Hunter doesn't have much use now; the only good placement it has is close to the start because that is where he can potentially hit the most enemies. The player will easily be overrun within the first couple of waves because Deep cannot get strong fast enough to handle all the burden.

Edit: The difficulty I speak of doesn't come from the enemies, by the way. Too many curves for a map to have any tactical play whatsoever.
I like the way you made powering up, by the way. Beats leveling up.
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#13
nice, someone tell me controls ?
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#14
Whey, quite some improvement since the last time I checked it out :D
* Silverthorn approves.

(03-16-2014, 12:59 AM)Bat Tamer Wrote:  Too many curves for a map to have any tactical play whatsoever.
I used to play quite a few tower defense games. Usually, single-path and straight maps are beginner-level, while the multiple-path and curvy ones are for higher difficulties. The current map may not be to Hunter's advantage but as a playable map itself, it's okay imho.


(03-16-2014, 06:06 AM)rhino.freak Wrote:  nice, someone tell me controls ?
WASD for movement, arrow keys for shooting. Hunter-access by hitting "hire" at the bottom of the game and placing it anywhere on the map (further instructions appear on-screen). Stats upgrades by hitting the [+] next to each stat (cost gold, obviously).
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#15
i guess its only for the time being, but the controls need an update. its very uncomfortable to control your hero two-handed and then switch one hand for purchasing and placing units.
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#16
(03-16-2014, 12:33 PM)Bamboori Wrote:  i guess its only for the time being, but the controls need an update. its very uncomfortable to control your hero two-handed and then switch one hand for purchasing and placing units.
I don't quite agree with that. The game doesn't need really fast clicks or complex key combinations from the player. With a little bit of imagination, it feels like driving some aircraft, or a robot army or something. Some might not agree with me, but I like the controls now.
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#17
I think it'd be nice if aiming was done with mouse even if its still limited to 4 directions(but still leave the arrows available for laptop players). That way you won't need to constantly change your right hand from arrow keys to mouse everytime you want to hire; its very distracting and kills immersion if you have to move your whole hand across like that. It would also help to put a hotkey like C for hiring. Also, need to state that buying stats cost 50 gold and how much it'd increase per purchase, I don't see that info anywhere.
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#18
I second what stm dude said.. Tower defence games are best played with mouse.. WASD and clicking on place where Deep will attack that place is much much more convinient man..
Otherwise its quite awesome tbh, sprites look fantastic..
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#19
(03-16-2014, 07:38 PM)Gad Wrote:  
(03-16-2014, 02:54 PM)STM1993 Wrote:  It would also help to put a hotkey like C for hiring.
Hire who and where? I don't find this system needed. Sorry ;d. My games - my rules, even if it's gonna make you play it less xD.
No, just to open the hire menu. Actual purchasing with mouse is fair game.

(03-16-2014, 07:38 PM)Gad Wrote:  Ok. The base is pretty much done. At my next step I'm going to work over the things like game-menu.
Another step will be just making a lot of maps, enemies, items and balancing them...
I'm not sure if the game is starting to work slower after 9th wave. I don't know why does this happen, the code looks like it has no leaks and it's cleaning the memory as much as it can. You guys can check it out and say if the game starts to jam and when does it happen.
Don't know about working slower after 9th wave, my crappy comp lags after I've put a couple Hunters. However, there is a long pause between the 6th and 7th wave, for all other waves they come out in a stream without breaks in-between.

Again, probably just my comp, but it seems that keys could get stuck if you bought a stat and then tried to move.
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#20
I can't set quality with right click, else I'd set to low long ago, but there's no guarantee it'd work >_>

Oh yeah, will you allow players to fire hirelings, like how TDs let you sell towers?
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