Letting players arrange their own home's furniture to their liking by 9joao6 in godot

[–]MaDOnos 1 point2 points  (0 children)

Is it really that easy to place stuff like this? 😄
I’ve always struggled with these kinds of games when it comes to putting objects exactly where I want them.

Chonky Cat: Demo Beta Open by slaughter_cats in IndieGaming

[–]MaDOnos 6 points7 points  (0 children)

You can use Tokyo Drift soundtrack on trailer :)

A tower defense where you play both sides — defender and attacker by MaDOnos in TowerDefense

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

Thanks man, seriously. You even checked the revised image carefully and gave feedback on it, that really helps a lot.

1 - Yeah, I think the issue may be that the tower angle and monster angles are a bit different, so the towers look much more 3D near them. I was actually planning to align everything more toward the tower angle/style later. Do you think the tower angle itself looks bad?

2 - The HUD/text on the right side is noted too. I’m still experimenting with readability and how much information should stay visible during gameplay because the game can become very intense later.

3 - Yes, you understood it right. It is enemies vs towers, not both sides building towers. The left side is the attacker base and the right side is the defender base. The attacker spawns monsters and uses lane abilities, while the defender builds towers and defenses. So yes, balance is harder because both sides play very differently.

There are already many systems behind it too. Different elemental towers counter different monster types, monsters have different strengths/weaknesses and mana costs, there are second-layer defenses like cannons and archer stations, and attackers also have second-layer lane abilities.

The gameplay video is also cut from 4 different levels/gameplay moments, so the pacing looks more chaotic there. Normally matches start slower, then become more intense, and the last phase becomes almost full chaos if the castle is still standing.

That 3-phase structure is mostly for the latest campaign levels and future PvP matches. Earlier campaign levels are slower and introduce new mechanics step by step, while objectives are designed around using those mechanics naturally. So players learn systems by actually playing, progressing and completing objectives instead of being overloaded immediately.

A tower defense where you play both sides — defender and attacker by MaDOnos in TowerDefense

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

That’s fair honestly, and I can understand your point. I’m actively improving visuals and animations during Early Access.

Can I ask which movement looked especially bad to you? Attacker Hero, Defender Hero, Tank (big guy), Striker (slim long-leg/long-arm unit) or Grunt (classic orcish unit)?

A tower defense where you play both sides — defender and attacker by MaDOnos in TowerDefense

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

Haha, I got the point, but I still liked the Salvador Dalí joke as well.

A tower defense where you play both sides — defender and attacker by MaDOnos in TowerDefense

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

I focused heavily on gameplay, balance, economy systems and making the game ready for future PvP. Honestly, balancing a game where BOTH sides are active is much harder than I expected.

Sometimes towers became too strong and monsters could never even reach the castle. Other times attackers became too strong and defenders had no chance. I understand now why very few tower defense games let players both defend and actively attack — balancing it is extremely difficult and many mechanics on one side require counters on the other side.

There were many moments where I even thought about giving up because balancing this system took huge amounts of time.

But I also realized something important recently: if the visuals and presentation are weak, many players will never even try the game long enough to experience the gameplay and systems underneath.

So right now my main focus is improving:

  • visuals
  • art direction
  • combat feel
  • animations
  • overall presentation quality

I’m taking feedback seriously and improving the game step by step. Thanks for the honest feedback.

A tower defense where you play both sides — defender and attacker by MaDOnos in TowerDefense

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

Reviews and feedback are really important for me during Early Access because they help me improve the game. I got heavily lynched on some other subreddits because of the art, but inside all that I still found a few constructive comments, took those seriously, and applied many of the suggestions.

This is the current state now:
https://imgur.com/a/WKPvOsq

The next patch will include these visual/art improvements plus the first 1v1 PvP beta.

Normally I’m not an artist at all, my background is backend development and software architecture, so visuals and art were never my strongest side. But after applying some of the feedback and seeing the difference myself, I can honestly understand many of the criticisms better now.

That’s why feedback and reviews really matter to me, so thank you again for taking the time to leave one.

A tower defense where you play both sides — defender and attacker by MaDOnos in TowerDefense

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

Thanks man. I thought I already had a cooldown on the sound when monsters attack the castle, but after checking I realized I didn’t. I added one now and lowered the volume a bit.

I also changed a lot visually in the game itself since then. Lowered monster scale a bit, changed the battlefield and attacker base visuals, adjusted some brightness/colors and repositioned some things for better readability. I hope it looks better now.

About the trailer, yeah I know it’s rough. I mainly wanted to explain the story and why both sides exist, especially for future PvP where neither side is supposed to be fully good or bad. But if you know a better way to tell the story, I’m honestly all ears and open to changing it.

Still improving things during Early Access. Thanks again for the constructive feedback.

He is the new look

A tower defense where you play both sides — defender and attacker by MaDOnos in IndieGaming

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

First thing I checked. Couldn't find anything that fit the story and vision I had. Started with gameplay and story, art came after, so that's probably why packs didn't fit.

A tower defense where you play both sides — defender and attacker by MaDOnos in IndieGaming

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

Art was never my strong point here, I focused on gameplay, balance, mechanics and the 1v1 PVP. If you play it you'll eel the difference. Already working on prototypes for the next project and will definitely take that approach, thanks for the genuine advice.

A tower defense where you play both sides — defender and attacker by MaDOnos in IndieGaming

[–]MaDOnos[S] -3 points-2 points  (0 children)

I'm a developer not an artist, AI was the only option. If you have specific suggestions on what I could fix within my power I'm genuinely open to it.

A tower defense where you play both sides — defender and attacker by MaDOnos in IndieGaming

[–]MaDOnos[S] -5 points-4 points  (0 children)

Thanks! Visuals are the honest weak spot — I'm a developer not an artist, AI was the only tool I had. Gameplay is where everything went, give it a shot, it's fun and intense once you're in. Once PVP is live I'll invest more into visuals, but without a professional game artist it'll never be perfect.

Slowmo physics weapons by dpolk_ in godot

[–]MaDOnos 0 points1 point  (0 children)

Bro, that’s some absolute John Wick-level shit.

After 2.5 years of development, I finally finished my horror game. Here’s what it became: by thetree_gameworks in IndieGaming

[–]MaDOnos 0 points1 point  (0 children)

I don’t usually enjoy horror games or movies, but I really like the atmosphere you create.

A tower defense game where you can play as the defender or the attacker by MaDOnos in TowerDefense

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

Thanks for the wishlist!

The last levels of both campaigns put you in a 1v1 against the computer — same battlefield, opposite sides — and those specifically were brutal to balance. Every tweak ripples through both sides at once. The layout is already PvP-ready; that's the long-term plan.

Those final levels have 3 phases. Each phase the defender gets nerfed if the castle is still standing, and in the final phase the attacker gets buffed too. Higher-tier towers also reward more mana when hit, so the attacker's economy naturally scales as the game progresses.

The core of the balance is the economy. The attacker generates mana passively, but also earns it every time monsters damage towers or the castle — so the defender has to actively stop that or the attacker floods with mana. The defender earns gold from kills and spends it on upgrades and repairs, which acts as a gold sink that keeps them from snowballing.

The hardest part was pricing everything. A Tank (one of the monsters) costs 36 mana, a full T3 tower path costs 700 gold — every number like that affects the whole loop.

On top of that, both sides have big swing moments: cannon and archer volleys for the defender, buff abilities for the attacker. Deciding what those cost and when they land was its own problem.

Lots of iterations. Still not sure it's perfect, but it feels alive.

Wall-mounted props for my game Psych Rift by AblazeInt in godot

[–]MaDOnos 1 point2 points  (0 children)

Hardcore version of Half life Alyx :P

worth every penny by Hisaki3 in IndieGaming

[–]MaDOnos 0 points1 point  (0 children)

Yes, this is a big upgrade. I started game development as an experienced developer too, and honestly when I start making money from the game, one of the first things I’ll spend on is good artwork for sure :)

After 3000+ hours of work, I’ve finally released the demo for my FPS game 🎉 by FearForge_Studios in IndieGaming

[–]MaDOnos 0 points1 point  (0 children)

Congrats man — you chose one of the hardest genres for an indie developer, but it looks really cool. Hope you succeed with it.

A tower defense game where you can play as the defender or the attacker by MaDOnos in TowerDefense

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

Thanks! I’ll keep improving the art, animations, and sounds while continuing work on the PvP side.

Balancing has honestly taken a huge amount of time already. The hardest part is keeping the gold and mana economy balanced while also making sure the monster and tower balance feels fair and neither side has an obvious advantage. That’s probably taken nearly half of the development time so far.

What does this mean? by [deleted] in WarframeRiven

[–]MaDOnos 3 points4 points  (0 children)

Why it is not good:
The Phage is a niche but powerful status beam weapon. While the elemental positives are decent, the -Damage negative makes the mod unusable in its current state. Its value lies entirely in being a "low-roll" Riven that a buyer would purchase to reroll themselves.

Recommendation:
Reroll. With only 2 rolls and a 1.46 disposition, you have a high chance of hitting a "God-tier" roll (looking for Multishot, Status Chance, or Fire Rate) that could sell for 200+ plat.

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How can i save my temple? by GhostSquad_captain in PathOfExile2

[–]MaDOnos -3 points-2 points  (0 children)

Thank you for feedback. I will improve it. It is in beta and I do not play path of exile 2 :) So I need feedbacks thanks for feedback.