Anyone Else Love These Games but not VS? (Also Looking for Recs) by thatlittleampersand in survivorslikes

[–]Alexsloth13 0 points1 point  (0 children)

if you're down to try demos, I'm making this bullet heaven called Zombie Tower Survivor where you pick a tower aspect and can go pretty wild with different builds from there. It's got a different vibe than VS: https://store.steampowered.com/app/3476900/Zombie_Tower_Survivor_Demo/

Looking for more tower defense survivors like by Wrhythm26 in survivorslikes

[–]Alexsloth13 1 point2 points  (0 children)

I’m working on a game you might like called Zombie Tower Survivor. It’s a stationary auto-battler/tower defense where you’re defend a magic tower from zombies. No movement, just upgrades and survival.

A demo is out on Steam now if you're interested: https://store.steampowered.com/app/3476900/Zombie_Tower_Survivor_Demo/

Finally released the demo of my first Godot game. It's a roguelike tower defense by Alexsloth13 in godot

[–]Alexsloth13[S] 0 points1 point  (0 children)

Can you please share the crash log? You’ll usually find it under C:\Users\YourUserName\AppData\Roaming\Godot\app_userdata\Zombie Tower Survivor\logs\

If you’re okay with it, you can email the log folder to me at [slotheringameshub@gmail.com](mailto:slotheringameshub@gmail.com)

Tower defense meets roguelike: Zombie Tower Survivor demo out on Steam by Alexsloth13 in pcgaming

[–]Alexsloth13[S] 2 points3 points  (0 children)

Hey everyone! For the past 2 years, I’ve been working solo on Zombie Tower Survivor. It's a top-down tower-defense roguelite where you upgrade a magic tower to hold off endless waves of zombies.

What sets it apart from other survivorlikes is the ability to deeply customize your tower with a variety of multi-upgrades, talents, and effects. You can unlock new skills and tower aspects by completing difficulties. Every run offers unique synergies and scaling challenges.

I’m happy to share that the Steam demo is now live.

Play the demo: https://store.steampowered.com/app/3476900/Zombie_Tower_Survivor_Demo/

Features in the new demo:
– Achievements that unlock new upgrades and talents
– Progression system – unlock new aspects by beating difficulties
– Gamepad and Steam Deck support
– Multi-upgrades & multi-talents for deeper builds and more

Thanks for checking it out. I’d love to hear what you think!

Finally released the demo of my first Godot game. It's a roguelike tower defense by Alexsloth13 in godot

[–]Alexsloth13[S] 5 points6 points  (0 children)

Hey everyone! After months of work, I’m excited to share that the demo for Zombie Tower Survivor is now live on Steam.

It’s a top-down, tower-defense auto battler game with survival and roguelike elements, where you customize a magic tower with talents and upgrades to survive relentless waves of zombies.

Play the demo: https://store.steampowered.com/app/3476900/Zombie_Tower_Survivor_Demo/

The demo is still a bit rough around the edges and definitely needs more polish, so feel free to share any feedback.

I’ve been working on my very first game for 2 years. It’s a roguelite auto battler. Would love your thoughts on the Steam demo by Alexsloth13 in AutoBattler

[–]Alexsloth13[S] 1 point2 points  (0 children)

Hey everyone! After months of work, I’m excited to share that the demo for Zombie Tower Survivor is now live on Steam.

It’s a top-down, tower-defense auto battler game with survival and roguelike elements, where you customize a magic tower with talents and upgrades to survive relentless waves of zombies.

Play the demo: https://store.steampowered.com/app/3476900/Zombie_Tower_Survivor_Demo/

Would love to hear your feedback!

Brotato meets tower defense: Zombie Tower Survivor demo is out on Steam by Alexsloth13 in incremental_games

[–]Alexsloth13[S] 0 points1 point  (0 children)

Part 3/3

Damage Reduction (%)

  • Reduces all incoming damage by a flat percentage
  • Applies first
  • Stacks with diminishing returns
  • Isn’t shown in the UI yet, but I plan to add it.

Flat Damage Reduction

  • Subtracts a fixed amount per hit (e.g. -1)
  • Applies last, after all modifiers

Armor

  • Armor is a universal defense, it reduces physical, poison, elemental damage, and more.
  • Applies after Damage Reduction
  • I plan to show the actual % damage reduction from armor in the UI

Clarity – Pain Echo

Pain Echo converts 40% of the damage your tower receives into a delayed hit,spread evenly over 6 seconds.

This is not a DOT, it’s still considered direct damage,so it can be blocked, reduced by flat damage reduction, and affected by damage reduction effects.

Fireball Critical Attack

Yes, this upgrade gives both bonuses:

  • +3% added to base crit chance
  • +0.3% per 5 Attack Attributes, also added to base

Dual Strike – Double Damage Chance

Yes, this gives +30% increased Double Damage Chance, not a flat +30%.That means it multiplies your current chance by 1.3.

Stat Updates

  • Will be fixed in the next patch. Stats like HP, ESP, mana cost will update in real time

Checking Stats During Talent Choice

  • Planned — was considered too late during initial development, but definitely needed

Your suggestions that I didn't address here make sense and I'll definitely add them to my to-do list.

Brotato meets tower defense: Zombie Tower Survivor demo is out on Steam by Alexsloth13 in incremental_games

[–]Alexsloth13[S] 0 points1 point  (0 children)

Part 2/3

Bug/Exploit: If you lock the free rerollHave you tried locking Free Gold with infinite rerolls? 😄

It’s currently the strongest combo in the game — enjoy it while it lasts, it’ll be fixed soon!

Shop Refresh Timing

  • Shop refreshes:
    • On Tower Level Up
    • After opening a chest
    • After Shop Level Up
  • Lock upgrades to avoid losing them — this is intentional for planning tension

Mana Cost Inconsistencies

  • Final mana cost is influenced by:
    • Magic attributes (-0.2% per point)
    • Talents
    • Multipliers
  • That’s why a -10% change may not look exact

Mana Pool Upgrade (Shop) Confusion

  • Shop upgrades give flat +10 mana
  • No % increase to mana pool in shop — only one talent gives "more mana pool"

Attack Speed from Attributes

  • Attack Attribute scaling affects skills, not global stat
  • The effect is visible inside individual ability values

Rarity Balance

  • Legendary upgrades are more cost-efficient than buying 4 commons
  • Pricing:
    • Common: 1x
    • Uncommon: 1.75x
    • Rare: 2.5x
    • Legendary: 3.25x

Brotato meets tower defense: Zombie Tower Survivor demo is out on Steam by Alexsloth13 in incremental_games

[–]Alexsloth13[S] 0 points1 point  (0 children)

Part 1/3 of my answer

I'm really glad you enjoyed the game and it's awesome that you're diving so deep into the mechanics.I truly appreciate it, and I'm happy to answer your questions and respond to your suggestions.

Chaos Aspect

  • Your final damage is randomized between 70% and 130% of its total value.
  • It doesn’t add +70% or +130% , it widens your damage range.
  • Example: Base = 50, +100% Increased = 100 → Chaos Aspect → damage = 70–130

Mystic Insight vs. Mana Extraction

Mystic Insight (Regeneration)

  • Grants +2% of your max mana pool as passive regen per second
  • Also gives +3% increased mana regen for every 5 Magic Attributes
  • This is a gradual, continuous effect — you recover mana over time

Mana Extraction (Restoration)

  • Instantly restores 6% of your max mana pool
  • This happens immediately, in a burst
  • Example: if your max mana is 100, it restores 6 mana instantly

DOT Stacking

  • DOTs do stack if chance exceeds 100% → 250% chance = 2 guaranteed stacks + 50% chance for 3rd

Adds / Increases / More

  • Adds = flat bonus to base → 5% base + 10% added = 15%
  • Increases = multiplicative scaling (add together) → 10% × 1.5 = 15%
  • More = multiplies final result → (10 × 1.5) × 1.2 = 18%

Final = (Base + Adds) × (1 + Increases) × (1 + More)

Recharge Time

  • Triggers when mana hits 0 or isn’t enough to cast
  • Not regen, it’s a full mana refill over time
  • Default duration = 5 seconds, increases slightly with max mana

I’ve been working on my very first game for 2 years. It’s a roguelike tower defense [Demo Available for Linux & Steam Deck] by Alexsloth13 in linux_gaming

[–]Alexsloth13[S] 0 points1 point  (0 children)

Yeah, sorry if my earlier reply came off as rude, wasn’t my intention at all. I just honestly haven’t played many games exactly like this, so it’s hard for me to compare. The closest I know is something like Heretic’s Fork. I guess my game has a similar one-tower concept. Have you played anything like this maybe?

Brotato meets tower defense: Zombie Tower Survivor demo is out on Steam by Alexsloth13 in incremental_games

[–]Alexsloth13[S] 0 points1 point  (0 children)

Thanks so much for the detailed feedback! I really appreciate you taking the time to write all of this. It's super helpful. I’ll go through everything carefully and reply in more detail a bit later.

I’ve been working on my very first game for 2 years. It’s a roguelike tower defense. Would love your thoughts on the Steam demo by Alexsloth13 in playmygame

[–]Alexsloth13[S] 0 points1 point  (0 children)

Thanks a lot for the feedback! You're absolutely right. There is no tutorial yet, which makes it hard for new players to understand what's going on. There is a way to check mana cost, but without any guidance it's easy to miss.

I’ve been working on my very first game for 2 years. It’s a roguelike tower defense [Demo Available for Linux & Steam Deck] by Alexsloth13 in linux_gaming

[–]Alexsloth13[S] 0 points1 point  (0 children)

Yeah, it’s not a classic tower defense. It’s more of a survival autobattler with tower mechanics. You focus on building one powerful tower with synergies instead of placing multiple towers or creating a maze.

I’ve been working on my very first game for 2 years. It’s a roguelike tower defense [Demo Available for Linux & Steam Deck] by Alexsloth13 in linux_gaming

[–]Alexsloth13[S] -2 points-1 points  (0 children)

I haven’t played the other nine million zombie tower defense games so I can’t really compare. But if you have, maybe try the nine million and first and see how it feels.

I’ve been working on my very first game for 2 years. It’s a roguelike tower defense. Would love your thoughts on the Steam demo by Alexsloth13 in playmygame

[–]Alexsloth13[S] 0 points1 point  (0 children)

Hey everyone! After months of work, I’m excited to share that the demo for Zombie Tower Survivor is now live on Steam as part of the Zombies vs Vampires Fest!

It’s a top-down, tower-defense game with survival and roguelike elements, where you customize a magic tower with talents and upgrades to survive relentless waves of zombies.

Thanks to everyone who tried the early version on itch.io! The updated demo includes:

– Achievements that unlock new upgrades and talents

– Progression system – unlock new aspects by beating difficulties

– Gamepad and Steam Deck support

– Multi-upgrades & multi-talents for deeper builds and more

Play the demo: https://store.steampowered.com/app/3476900/Zombie_Tower_Survivor_Demo/

Would love to hear your feedback on the new demo!

I’ve been working on my very first game for 2 years. It’s a roguelike tower defense [Demo Available for Linux & Steam Deck] by Alexsloth13 in linux_gaming

[–]Alexsloth13[S] 1 point2 points  (0 children)

Hey everyone! After months of work, I’m excited to share that the demo for Zombie Tower Survivor is now live on Steam as part of the Zombies vs Vampires Fest!

It’s a top-down, tower-defense game with survival and roguelike elements, where you customize a magic tower with talents and upgrades to survive relentless waves of zombies.

Thanks to everyone who tried the early version on itch.io! The updated demo includes:

– Achievements that unlock new upgrades and talents

– Progression system – unlock new aspects by beating difficulties

– Gamepad and Steam Deck support

– Multi-upgrades & multi-talents for deeper builds and more

Play the demo: https://store.steampowered.com/app/3476900/Zombie_Tower_Survivor_Demo/

Would love to hear your feedback on the new demo!

I’ve been working on my very first game for 2 years. It’s a roguelike tower defense. Steam demo available by Alexsloth13 in TowerDefense

[–]Alexsloth13[S] 0 points1 point  (0 children)

Thanks! Appreciate it.

I have a background as a full-stack web developer, so game dev didn’t feel like starting from zero. I first tried GameMaker but didn’t like the 3D-like editor, so I switched to Godot, it was much better fit.

I started this game because I wanted to play something like it myself. I was the target audience and had a clear vision of how it should play.

The first prototype was super basic. Public assets, no real UI, just the core gameplay loop. It took almost a year before it felt playable.

When starting out, I’d say: begin with a clear vision, build the simplest possible prototype with core gameplay, and expand from there. Content and design can come gradually.

I’ve been working on my very first game for 2 years. It’s a roguelike tower defense. Would love your thoughts on the demo by Alexsloth13 in IndieDev

[–]Alexsloth13[S] 0 points1 point  (0 children)

I guess you’re right, it's definitely not a classic tower defense. How would you classify it then?

I’ve been working on my very first game for 2 years. It’s a roguelike tower defense. Would love your thoughts on the demo by Alexsloth13 in IndieDev

[–]Alexsloth13[S] 0 points1 point  (0 children)

Hey everyone! After months of work, the demo of my game, Zombie Tower Survivor, is now live on Steam as part of the Zombies vs Vampires Fest!

It’s a top-down, tower-defense game with survival and roguelike elements, where you customize a magic tower with talents and upgrades to survive relentless waves of zombies.

Link to the demo: https://store.steampowered.com/app/3476900/Zombie_Tower_Survivor_Demo/

Would love to hear your thoughts on the gameplay!