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Lf2 Defender
#21
I never asked to make it easier. I just wanted to criticize the bad map design. That change to the map is actually a step in the right direction. I find it easier to handle now.
However, I find the game quite easier now with the Hunters being buffed. Keep them that way though. Making the enemies stronger over time should be easier for you to create challenge. This easiness will also welcome new players before you maul them with the later levels.

I think having a button such as the space bar to access the units menu will make it easier. At least I can see myself doing that.
To live a life of power, you must have faith that what you believe is right, even if others tell you you're wrong.
The first thing you must do to live a life of power is to find courage. You must reach beyond the boundaries of time itself.
And to do that, all you need is the will to take that first step...
Ask not what others can do for you, but what you can do for others.
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#22
what kind of memory leak is it?
could it be solved by recycling the units?
i mean all the enemies who go through a stage or are killed will be changed into the next wave ones instead of actually making new ones.
also when selling a turret itll be in the cache so next time you buy a turret itll use the cached turret as base.
never mind this if the problem is of different nature :p
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#23
U can give me your SWF game?

Why u desactivated the PMs?
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#24
omg looks cool! And I really like this game :D
The critical hit is really fun :P , positioning ourselves is also fun, and oops I put my first hunter on the right..

Hope you solve the problems, I'm looking forward to seeing the next update XD

What is the Luck% for?
Maybe some shortcuts will be nice (e.g. to hire or to upgrade), maybe it's just because I'm a fan of keyboard, not mouse xD
TEMPE
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#25
Interesting. Will the other characters be selectable later as well?
Somehow the game slows down over time, even when there are not a lot of opponents coming.
[Image: 9nclhxgc.png]
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#26
I never actually saw this. I got a bit of free time from my exams and played it, ;) just awesome. I always liked flash games. Keep up Gad ^_^
But I did not saw the controls of the game anywhere(I cannot follow the whole thread).

:thumbsup:
...............
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#27
I can see a really really excellent job you did here. The graphics fits the game pretty much well. Are you planning to convert it to Ios and Apk then upload it to the appstore too?
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#28
(03-29-2014, 02:15 PM)Gad Wrote:  BUMP: Justin added.
He explodes with violet energy when you kill him. This might harm turrets or the player.

(03-29-2014, 11:05 AM)davis60 Wrote:  I never actually saw this. I got a bit of free time from my exams and played it, ;) just awesome. I always liked flash games. Keep up Gad ^_^
But I did not saw the controls of the game anywhere(I cannot follow the whole thread).

:thumbsup:
Well current uploaded version is jamming, but anyway :D.

About the controls: I'm planning to do the tutorial at the start, so you will be actually guided by the game.
Will it be possible to make a bit of control buttons popup in the top corner left or right?
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#29
Life doesn't update until hurt animation is over or blinking is over.
http://prntscr.com/35jm0l - Score. I placed the Hunter at top right initially - bad decision. Later saved up for Sorcerer to try him out(the slow is working well) instead of getting a 2nd hunter. Marks are a pain to deal with without Hunters as you'd keep dealing only 1 damage.

Noticed sometimes on a killing blow the damage done text shows up as "0 damage".
Sorcerers are cool. Both iceballs & fireballs work though currently there is no status effect from them. I noticed if HP goes below 0 they will not hurt you at all and simply pass through you. His shield does reduce incoming damage. No problem with Jack's running.
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#30
My score is -22 :C

I think for the general game design you would be better off putting some obstacles between the paths (giant rocks or something).
Just so it makes some sense that enemies are following the paths instead of running over the grass like you (is the player perhaps the real villain? killing people who are taking a peaceful hike in the park ...).
They wouldn't have to cover the entire space between the paths, so the player can still take slight short cuts over the grass.
You could also use these elevated places to place the ranged support - so only the player hero shuffles along the same paths as the opponent, while helping Hunters/Sorcerers(/Jans?) can shoot from above. I would also change them from having a direction into having a range. Just let them shoot at an upwards angle to have the projectiles fly at the enemy in an arc. Because right now a Hunter with a fixed direction is utterly useless.

edit: I see the Sorcerers already work a little like that.
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