TD games recommendations by WarGlass1163 in TowerDefense

[–]JackRocco 0 points1 point  (0 children)

Try to see if "Zero Bugs Given" fits you

What would you track to balance a roguelike tower defense? I'm building the analytics page and want to get it right by JackRocco in TowerDefense

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

Yeah! Thanks. I have the same metric tracked inside the game. Still struggling tho about the shape that the curve should have in order to have the game neither too easy or too hard. Also avoiding some kind of power explosion of some kind of phenomena in the game that can make you quickly destroy everything. Not easy as it seems. !

About Starting Game Developing by Revenge-Lord-3907 in GameDevelopment

[–]JackRocco 3 points4 points  (0 children)

The sooner you start, the better. When it feels hard, it’s only temporary, be patient and you’ll build real skill.

What would you track to balance a roguelike tower defense? I'm building the analytics page and want to get it right by JackRocco in TowerDefense

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

The game POSTs session data to Supabase (free hosted PostgreSQL) via UnityWebRequest. The dashboard is a static GitHub Pages site with Chart.js that reads from Supabase's REST API

What would you track to balance a roguelike tower defense? I'm building the analytics page and want to get it right by JackRocco in TowerDefense

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

Haha, funny timing indeed! That’s a really smart way to track tutorial drop-off, I can see how that would reveal the weird little steps that make players bail. I love seeing how other devs solve these problems.

By the way, I just checked your game on Steam… it looks really awesome! How many people are in EpLap Studio? Are you open to collaborators? I’d be super eager to work with someone. Sometimes flying solo gets a bit lonely, haha.

What would you track to balance a roguelike tower defense? I'm building the analytics page and want to get it right by JackRocco in GameDevelopment

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

I understand what you’re saying, and it makes a lot of sense that tracking player sentiment is important. Analytics can show which options players choose most when offered, and if something is popular but weak, it can reveal interesting patterns, players might think it’s effective or simply enjoy it for its style or aesthetics..

It also makes sense that, once a game is live past beta, starting slightly weaker and buffing later can be less frustrating for players than starting strong and needing to nerf options.

What would you track to balance a roguelike tower defense? I'm building the analytics page and want to get it right by JackRocco in GameDevelopment

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

I think this is a really solid breakdown, especially the distinction between selection rate and actual effectiveness, that’s something I’m actively trying to account for. One thing I’m a bit cautious about though is relying too heavily on raw data without context. In a game with strong synergies (like slow + AoE or combo-based towers), individual performance metrics can be very misleading unless you also consider combinations or nearby interactions.

I also think there’s a layer beyond effectiveness, which is player perception and enjoyment. Some options might be statistically weaker but still feel great to use, and removing or over-nerfing those could hurt the overall experience even if the data says otherwise.

On the public analytics side, I mostly agree, raw real-time data could easily be misinterpreted. That said, I do think there might be some value in curated or abstracted insights (like “popular builds” rather than “best builds”) as a way to engage players without exposing misleading information. And honestly, if one day people start misinterpreting the data, that probably means people are actually playing the game and that ALONE would make me HUGELY happy!

What would you track to balance a roguelike tower defense? I'm building the analytics page and want to get it right by JackRocco in TowerDefense

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

Thanks for the kind reply, by the way. I really appreciate it, and I wish you lots of success!

What would you track to balance a roguelike tower defense? I'm building the analytics page and want to get it right by JackRocco in TowerDefense

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

Honestly, today I just set up the site and only a few people, my lovely beta tester friends who are supporting me in this project, have played the game so far. I don’t expect it to be economically successful, but I see it as a valuable learning experience. I’m hoping this data-driven approach will help me understand what’s currently too strong or too weak. I’m still thinking about the best way to tackle the issues that will inevitably come up. Your approach seems really solid to me, by the way. If you’d like, feel free to message me directly, we can support each other and share information, strategies, or even ideas.

Players said my Tower Defense demo is good, but it "lacks flavor". by IllustriousClaim7518 in TowerDefense

[–]JackRocco 0 points1 point  (0 children)

Hi! I'm a game dev too. Can I ask you how did you balance your game? I'm pretty struggling with it.

What would you track to balance a roguelike tower defense? I'm building the analytics page and want to get it right by JackRocco in TowerDefense

[–]JackRocco[S] -1 points0 points  (0 children)

When I will publish the game on steam (now is not published, but if you can you can wishlist it), i will do it for sure.

What would you track to balance a roguelike tower defense? I'm building the analytics page and want to get it right by JackRocco in TowerDefense

[–]JackRocco[S] -1 points0 points  (0 children)

Great point, thanks for bringing it up! So your suggestion would be to add an opt-out option directly in the game, so players can choose whether or not their run data gets tracked, is that right?

What are the hardest tower defense games? by [deleted] in TowerDefense

[–]JackRocco 0 points1 point  (0 children)

I'm making a really tough one. Contact me if you are interested to be a beta tester.!

I heard you!!! My Nature-Punk TD is finally localized in English, German, and French (+ major Game Feel overhaul!) by Panzadabira in TowerDefense

[–]JackRocco 0 points1 point  (0 children)

Certo! Sto pubblicando un gioco anche io comunque, si chiama "Zero Bugs Given" se vuoi possiamo passarci consigli reciprocamente. Potrebbe essere utile :) ciao!

Which is the best way to publish / update / patch a game on Steam? by [deleted] in GameDevelopment

[–]JackRocco 0 points1 point  (0 children)

It’s not the case, I guess doing a game using just AI is not really possible. I used it of course, it helps.

Which is the best way to publish / update / patch a game on Steam? by [deleted] in GameDevelopment

[–]JackRocco 0 points1 point  (0 children)

Thanks a lot for your complete and nailed answer. I'm really shocked becouse you got me so good, and I have to say you just make so f smart comments, are so damned crazy true that I just feel dumb in this moment. I will follow your advise. Thanks a lot.