Hey, tried your game as I really love tower defense games haha! So when I see TD, I click! XD
Here's my feedback!
# Design feedback
1) I think the game would work better if you used the WASD to move and Mouse to look and aim. Not only is it more comfortable, it's the standard control for most games so it takes less time for people to get used to it and less confusion to have to adapt to a new unfamiliar control. Especially in a jam, familiar controls speed up the player onboarding process.
2) If you want to keep the WASD controls for looking, then the Numpad 1/2/3 keys should be usable. My left hand is always on the WASD, and I wanted to press the numpad keys with my right hand, but they didn't work.
3) I lost quite a bit of time wondering why I couldn't place towers on the land, until I learnt that they can only be placed on Lava. Normally I'd place the towers on land and not lava as lava = danger. There was no feedback to tell me why I couldn't place them. Although I eventually learnt it, I think it's better to indicate this important information to the player somehow, especially for those who hang around in the starting area too long, wondering why the turret controls aren't working.
4) Not sure if there's any difference to the three towers. I get that in TD games there's always the stereotypical fast and slow tower, but at the end they're all just DPS (damage per second) inflictors. I think it would be cool to spice things up by giving the towers abilities, like slow, poison, and even synergize them. An example of synergy would be that a tower that sets a poisoned enemy on fire deals double damage. Otherwise I would just mathematically place the highest DPS tower, and not use the rest, since the only thing that matters is damage - and this would lead to a pretty boring gameplay from a designer's perspective.
# Graphics Feedback
I think making the lava move would be a nice touch. Just having it scroll alone would make it look like really scary lava!
# Theme
I didn't quite get the storm theme until I realise that it was raining, maybe the storm could do things like summon enemies or spawn powerups to make it more relevant.
# Polish
Some screenshake or blood screen effect to tell me when my base has been hit and lost HP. On second playthrough, I see that you added a sound effect for it, but I didn't know that it was from my orb getting hit as it was a bubble 'pop' sound, which I thought was from the enemy bubble dying as the enemy is a bubble.
# Loved
I liked the $$ that appear on the tiles haha. It really uses the maze design and puts the first person controls to good use! I found myself trying to maze my way to them! Coupled with the minimap, it's a really unique twist on the typical TD game where you're just the god at the top that can fly over the land.
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Actually very cool concept. Like the idea of a FPS tower defence. Good work
Well done. This game shows a lot of promise!
Hey, tried your game as I really love tower defense games haha! So when I see TD, I click! XD
Here's my feedback!
# Design feedback
1) I think the game would work better if you used the WASD to move and Mouse to look and aim. Not only is it more comfortable, it's the standard control for most games so it takes less time for people to get used to it and less confusion to have to adapt to a new unfamiliar control. Especially in a jam, familiar controls speed up the player onboarding process.
2) If you want to keep the WASD controls for looking, then the Numpad 1/2/3 keys should be usable. My left hand is always on the WASD, and I wanted to press the numpad keys with my right hand, but they didn't work.
3) I lost quite a bit of time wondering why I couldn't place towers on the land, until I learnt that they can only be placed on Lava. Normally I'd place the towers on land and not lava as lava = danger. There was no feedback to tell me why I couldn't place them. Although I eventually learnt it, I think it's better to indicate this important information to the player somehow, especially for those who hang around in the starting area too long, wondering why the turret controls aren't working.
4) Not sure if there's any difference to the three towers. I get that in TD games there's always the stereotypical fast and slow tower, but at the end they're all just DPS (damage per second) inflictors. I think it would be cool to spice things up by giving the towers abilities, like slow, poison, and even synergize them. An example of synergy would be that a tower that sets a poisoned enemy on fire deals double damage. Otherwise I would just mathematically place the highest DPS tower, and not use the rest, since the only thing that matters is damage - and this would lead to a pretty boring gameplay from a designer's perspective.
# Graphics Feedback
I think making the lava move would be a nice touch. Just having it scroll alone would make it look like really scary lava!
# Theme
I didn't quite get the storm theme until I realise that it was raining, maybe the storm could do things like summon enemies or spawn powerups to make it more relevant.
# Polish
Some screenshake or blood screen effect to tell me when my base has been hit and lost HP. On second playthrough, I see that you added a sound effect for it, but I didn't know that it was from my orb getting hit as it was a bubble 'pop' sound, which I thought was from the enemy bubble dying as the enemy is a bubble.
# Loved
I liked the $$ that appear on the tiles haha. It really uses the maze design and puts the first person controls to good use! I found myself trying to maze my way to them! Coupled with the minimap, it's a really unique twist on the typical TD game where you're just the god at the top that can fly over the land.
Overall, good job!
Thank you for the Feedback, all the above is amazing, wish I had more time! my brains fried atm :), long night needed haha!
Sure! Totally understand, and same here, brain needs de-frying after this haha XDD
thank you for playing <3, nicely done! now can you beat my score!
Done! Very fun and great game logic, only feedback is movement is a bit disorienting.
HighScore: Zyphullen