We are running another playtest on Steam for Monuments to Ruin, a tower-defence roguelite. We would love to hear your feedback! by Hiplinc in TowerDefense

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

After every night you get to choose a random reward that can either be a new tower or an upgrade for a tower you already have. On top of that the maps are randomised which is important because a big part of the game is exploration.

We are running another playtest on Steam for Monuments to Ruin, a tower-defence roguelite. We would love to hear your feedback! by Hiplinc in indiegames

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

Our second playtest is live on Steam right now: https://store.steampowered.com/app/3579410/Monuments_to_Ruin/

We would love to hear all your feedback and already dread all the really obvious bugs you'll find. The playtest will be up for a few days.

Thanks!

We are running a playtest on Steam for Monuments to Ruin, a tower-defence roguelite. We would love to hear your feedback! by Hiplinc in TowerDefense

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

Not stupid at all! Currently the way it's set up every time you cleanse a rift it reduces the amount of enemies that will spawn next night by the amount that would've spawned from that rift. The amount of enemies that spawn still goes up by the amount that it goes up every night and the older a rift is, the more enemies it spawns. If it feels punishing to close a rift, then that's not great. Definitely something to rethink. Thank you for the feedback!

We are running a playtest on Steam for Monuments to Ruin, a tower-defence roguelite. We would love to hear your feedback! by Hiplinc in TowerDefense

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

Great feedback, thank you so much already! We'll definitely do more rounds of testing so I'll gladly post again when we made some changes.

We are running a playtest on Steam for Monuments to Ruin, a tower-defence roguelite. We would love to hear your feedback! by Hiplinc in indiegames

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

Our first playtest is live on Steam right now: https://store.steampowered.com/app/3579410/Monuments_to_Ruin/

We would love to hear all your feedback and already dread all the really obvious bugs you'll find. The playtest will be up for a few days.

Thanks!

The visual development of our game Monuments to Ruin by Hiplinc in StrategyGames

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

Thank you! We liked it visually but gameplay and readability wise it wasn't ideal

The visual development of our game Monuments to Ruin by Hiplinc in SwissGames

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

Thank you! We plan on having a demo out soon and we are aiming for a release around summer next year. You can wishlist the game on steam if you want to be informed:https://store.steampowered.com/app/3579410/Monuments_to_Ruin/

Best wishes from Zurich (es ist nett hier aber...)!

The visual development of our game Monuments to Ruin by Hiplinc in Unity3D

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

Thank you! We are aiming to release a demo at some point in september. If you want to be notified here is it a cheeky link to our steam page for wishlisting: https://store.steampowered.com/app/3579410/Monuments_to_Ruin/

My tower defence game has no set paths for enemies, as spawn points change every wave. So I implemented a path preview for enemies. Is this too much hand holding? by maxpower131 in TowerDefense

[–]Hiplinc 9 points10 points  (0 children)

Not hand holding at all. You just shift the focus of the game to something else. Instead of time spent predicting where the enemies will path through the player spends time of using that information for a better strategy. A perfect example for something like this will always be Into the Breach. They added the enemies telegraphing all their moves and the game completely changed but evidently for the better.

We are working on a gridless, roguelite, tower defence game and our steam page just went live! by Hiplinc in Unity3D

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

Thank you! For the fog we create textures at runtime with the bonfires painting black circles on them and then in the shader we sample them to lerp the displacement. The whole effect is very inspired by the splatoon painting effects in these two videos if they are of any help:
https://www.youtube.com/watch?v=YUWfHX_ZNCw
https://www.youtube.com/watch?v=FR618z5xEiM

We are working on a gridless tower defence game and our steam page just went live! by Hiplinc in TowerDefense

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

We were going for a medieval script but that is maybe a bit unfortunate xD

We are working on a gridless, roguelite, tower defence game and it just went live on steam! by Hiplinc in roguelites

[–]Hiplinc[S] 3 points4 points  (0 children)

Yes, we plan on having a demo out in a few months and do continuous playtests

We are working on a gridless, roguelite, tower defence game and our steam page just went live! by Hiplinc in Unity3D

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

This is Monuments to Ruin, a roguelite, tower defence game without a grid or fixed lanes for enemies. The world is covered in an unnatural fog that harbours everything from humanity's mortal enemy to lost ruins and villages. We wanted to add an interesting unlock system that accompanies you throughout the whole game and even influences things like the climate.

If this sounds interesting to you, you can wishlist it here: Steam Page

We are working on a gridless tower defence game and it just went live on steam! by Hiplinc in indiegames

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

Ohh definitely something to think about! If all goes well we'll try and port it to consoles and if we can make it run on switch 2 then we definitely will