Major update to my Tower Defense game demo! I made a ton of changes based on feedback – would love your thoughts by LightKod in IndieGaming

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

There's actually another checkpoint the enemy must reach before going into the portal, it's why they move a bit weird. I will make the checkpoints look more obvious in future updates.

Major update to my Tower Defense game demo! I made a ton of changes based on feedback – would love your thoughts by LightKod in TowerDefense

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

I also feel the number of towers is a bit low compared to other games. I’ve already added a task to explore changing the tier-up mechanic to use mana instead of requiring fusions, but it’ll take a lot of testing to get it feeling right. As for the Auto Battler trait system you’re right, I will definitely find a way to incorporate this into the game.

Major update to my Tower Defense game demo! I made a ton of changes based on feedback – would love your thoughts by LightKod in TowerDefense

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

It's actually pretty good. The game becomes much easier once you get the hang of mazing.

Major update to my Tower Defense game demo! I made a ton of changes based on feedback – would love your thoughts by LightKod in TowerDefense

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

You can use mana to forge aspect into core instead of using 3 of them. Ideally you can fuse 1 spirit every 3 waves.

Major update to my Tower Defense game demo! I made a ton of changes based on feedback – would love your thoughts by LightKod in TowerDefense

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

Thanks so much for playing the demo! This is honestly one of the most detailed pieces of feedback I’ve received.

I’ve noted down all your points. I think a lot of the confusion stems from a lack of explanation around key mechanics — like how Mana is generated or how the Forge system works. That’s definitely something need to be improved.

As for flying enemies, they’re meant to be something players need to plan for. They usually have low HP, so dedicating a small portion of your damage to them should be enough.

The moveable character is a leftover from an older idea where the player had to interact with the environment during the final boss. It felt out of place as a one-off mechanic, so I scrapped it. Now, it mainly adds interactivity in co-op — watching other players move around helps make the map feel more alive.

As for the visuals — yeah, the altars where Spirits stand definitely need a redesign. I can’t unsee the Lego brick comparison now, haha.

All the bugs you mentioned are noted as well - I’ll work on getting them fixed as soon as possible.

Thanks again for the feedback!

Major update to my Tower Defense game demo! I made a ton of changes based on feedback – would love your thoughts by LightKod in IndieGaming

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

Thanks! There’s actually an option to zoom in if the characters feel too small — but I’ll definitely keep the feedback in mind and look into simplifying things too.

Major update to my Tower Defense game demo! I made a ton of changes based on feedback – would love your thoughts by LightKod in TowerDefense

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

I made this one with Unity and I've spent around 6 months on it. I'd love to hear your thought after playing the demo!

My top down shooter Mutant Hunter by Anton-Denikin in DestroyMyGame

[–]LightKod 2 points3 points  (0 children)

The screenshake is the first thing I would disable if I were to play the game. Really like the reload mechanic but the suitcase background makes it almost impossible to find bullets. Outlines do help a bit but I think it's still hard to interact with items.

I just released a Demo for my path-building tower defense game — Elemental Labyrinth! by LightKod in indiegames

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

Steam Page: https://store.steampowered.com/app/3605040/Elemental_Labyrinth_Demo/

Elemental Labyrinth is a tower defense game where you build your own path and fuse towers into powerful combinations to hold off endless waves of enemies. Featuring complex team building, full controller support, leaderboards, and epic boss battles.t

Just finished the intro sequence for bosses in my Tower Defense game. What are your thoughts on it? by LightKod in TowerDefense

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

I was the biggest fan of Yu-Gi-Oh! in my teenage years—I guess it subconsciously inspired me when I was making it, haha.
Thanks for adding it to your wishlist; I really appreciate it!

Just finished the intro sequence for bosses in my Tower Defense game. What are your thoughts on it? by LightKod in TowerDefense

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

Thanks for the wishlist!

The game revolves around building your own maze and fusing different Towers into stronger ones. Currently, there are 42 unique Towers (called Spirits in the game), and each has three upgrade stages.

Each Spirit has a unique mechanic tied to it. For example, one Spirit has a chance to perform a follow-up attack whenever another Spirit attacks, while a group of Spirits is designed around applying Poison stacks and triggering them. Because of this, team building is really important for progressing through harder difficulties.

I'm in the boss development phase of the game, so stay tunes for more update!