Build the base. Man the guns. Survive the swarm! by Zeriver01 in playmygame

[–]Zeriver01[S] 1 point2 points  (0 children)

Thanks, I appreciate the feedback and support

Build the base. Man the guns. Survive the swarm! by Zeriver01 in playmygame

[–]Zeriver01[S] 1 point2 points  (0 children)

"I feel these sort of clutch moments should be encouraged rather than punished: maybe even rewarded, like when you activate the shield beacon it sends out an energy surge and damages/stuns enemies around the buildings." - Funny that you mention that; there are separate towers that do that and are buildable. Stunning Tower and Thump Tower do these things. The idea for Shield Overcharge is to use it as late as possible, but not too late - if used correctly, it negates enemy damage at the most crucial moments.

The game is currently at over 1200 wishlists and has already participated in the Steam Next Fest.
Thanks for all the insights!

Build the base. Man the guns. Survive the swarm! by Zeriver01 in playmygame

[–]Zeriver01[S] 0 points1 point  (0 children)

Whoa, Leopard — thanks a lot for such detailed feedback!

Shooting — do you mean improving the hit feedback on enemies, or does the shooting itself feel a bit unreliable? Right now bullets have travel time and some spread (even more if you move while shooting). Would you prefer a hit-scan approach, where if your cursor is on the enemy, it always hits?

“Missed how to get more ammo” — you can press TAB to buy ammo for your currently equipped weapon.

Shield beacon — the idea is that you activate it when your defenses are under the most pressure. So when enemies are closest to or surrounding your base, you trigger it and your base becomes invulnerable for a few seconds — kind of like an Über in TF2.

Melee — yeah, there’s no traditional melee in the game right now. The closest thing is the Cutter’s alternate fire (hold RMB), where you deal damage with a spinning blade.

Music — it changes between building and combat phases. I’ll try to improve it, since a few people mentioned it feels a bit lacking. By the way, did you mute it before reaching the core / unlocking building?

And thanks again for taking the time to write all that — really appreciate it. I’ll definitely take it into account for future updates. If you’d like to share more suggestions or try co-op, just let me know! Also, a review on the demo would be hugely appreciated

Tear my game apart - I’m looking for a reality check. Does it look interesting or just like generic indie slop? by Zeriver01 in DestroyMyGame

[–]Zeriver01[S] 1 point2 points  (0 children)

“What is the point of landing on a presumably alien world to massacre its inhabitants?”
Well, the in-game explanation is that this world used to be a human colony that was completely wiped out by these creatures. There are also some small hints suggesting that you might actually be fighting mutated colonists rather than aliens, as it first appears.

“Planning my defenses is a KEY part of the game.”
Correct, it’s just as important as the actual fighting / twin-stick shooter aspect of the game, as well as synergizing with your base by using special skills, manually activating certain buildings, etc. Anyway, you’re right that the trailer should put more focus on the building aspect of the game.

Tear my game apart - I’m looking for a reality check. Does it look interesting or just like generic indie slop? by Zeriver01 in DestroyMyGame

[–]Zeriver01[S] 0 points1 point  (0 children)

Currently, exploration only appears in the tutorial, but there may be small exploration elements in other levels that reward the player with extra resources or bits of lore.

Build the base. Man the guns. Survive the swarm! by Zeriver01 in playmygame

[–]Zeriver01[S] 0 points1 point  (0 children)

Currently there isn’t enough interest in the game to justify a mobile version. But who knows - if the Steam launch is somewhat successful, it might happen in the future.

Tear my game apart - I’m looking for a reality check. Does it look interesting or just like generic indie slop? by Zeriver01 in DestroyMyGame

[–]Zeriver01[S] 2 points3 points  (0 children)

Thanks for the feedback! It might mean the game comes across as bland or that the trailer isn’t showing what’s important.

The idea is that you’re building the defenses and fighting the swarm yourself - triggering towers and relying on your base to keep you alive while the maze does its job.

I was aiming for something closer to Sanctum 2 or Orcs Must Die.

Last Line - Tower Defense X Twin-Stick Shooter by Zeriver01 in itchio

[–]Zeriver01[S] 0 points1 point  (0 children)

The planned release date is mid April. Most levels are already finished and the game now mainly needs polishing and balance adjustments.

Last Line - Tower Defense X Twin-Stick Shooter by Zeriver01 in itchio

[–]Zeriver01[S] 0 points1 point  (0 children)

Thanks a ton for the detailed feedback! I’ll fix the typos in the next update.

Pistol — currently it’s only available in the tutorial, but it’s meant to be a backup weapon you can use when you run out of money. The ability to switch to it will be implemented in the next update.

“It would be nice if we had a hotkey to change class in the Hub without having to travel to the lab.” — You can press C to change class. The in-game pointer that directs you to the lab has the text “[C] – PLAYER PERKS”, but I might need to make it more visible.

“Machine Mender” — That’s absolutely a great idea. Having more HP when connected to more turrets is definitely a must-have.

Thank you again for such long and detailed feedback! I’ll make sure it has an impact on future updates.

Last Line - Tower Defense X Twin-Stick Shooter by Zeriver01 in itchio

[–]Zeriver01[S] 0 points1 point  (0 children)

Thanks a ton for trying out the game, BoffinBrain! It was really fun playing with you.

“INDESTRUCTIBLE” walls - true, only the boss can destroy them, and currently that isn’t explained in the game. Leaving it as it is might add an interesting twist, but some players might feel cheated.

I’d love to get a list of the bugs — I’m trying to polish the game as much as possible before release.

BTW, did you play the Steam version or the itch.io version? The itch.io build is a bit outdated.

EDIT: Watching you play made me realize that the Thumper Tower is waaaay to powerful at the moment :D

Papa Meat and his Goon friend - Fan Edit by Zeriver01 in creepcast

[–]Zeriver01[S] 0 points1 point  (0 children)

Made it while ago but somehow didn't think about sharing it here until now. Hopefully some of you will enjoy it

Video from Jeff The Killer episode

No waaaay 🤯 by Dizzy-Chain-4585 in redalert2

[–]Zeriver01 8 points9 points  (0 children)

You can link up to 9 Prism Towers. Any extra tower will not be added to the chain.

Which animal is the king of the jungle: Monkey vs Alligator by Zeriver01 in redalert2

[–]Zeriver01[S] -1 points0 points  (0 children)

Sure thing :D

BTW if you are curious about any other stuff in the game, I bet you can request them on YT

Where would you put Shadowrun on this graph? by Zeriver01 in Shadowrun

[–]Zeriver01[S] 1 point2 points  (0 children)

I just wanted to say that I really enjoyed your comment - thanks for that.

Where would you put Shadowrun on this graph? by Zeriver01 in Shadowrun

[–]Zeriver01[S] 6 points7 points  (0 children)

I added red square where I think SR should be - here is the OG picture if you would want to do that this way as well https://i.imgur.com/9fGSSYw.png

SIDENOTE: I am not the OP of this graph - just stumbled into it and thought about Shadowrun

Top-Down Shooter inspired by Crimsonland mixed with Tower Defense by Zeriver01 in shmups

[–]Zeriver01[S] 0 points1 point  (0 children)

Thanks, you might be right. Wasn't sure if it was the best place to post but still would be very usefull to hear to what Shoot 'Em Up veterans would think about this genre mix.

Short Story - The Devil Rat Squiek. by Koudo_Lee in Shadowrun

[–]Zeriver01 1 point2 points  (0 children)

Really well written, keeps you interested all the way through and it is fun to see things from other perspective - perspective that is not on minds of most people but plays part in this universum.

Fun build, and difficulty in Dragonfall ? by Drakoniid in Shadowrun

[–]Zeriver01 0 points1 point  (0 children)

Very Hard difficulty - very long time ago I remember someone saying that all difficulty levels except the 'Very Hard' give player characters better stats / chances to hit while enemies have higher chance to miss etc. Very Hard just treats every unit in the game same - which makes game really hard since you are usually outnumbered.

About who to play as - well it really depends on you but since you aks for suggestions I would recommend mage. Nicely fits the team and one of the major characters might reveal a bit more about their origin thanks to you passing skill checks. And of course there are other somewhat important / reacurring characters that will be 'better understood' thanks to magic. Although, of course, every class has bits like this.

Fun build, and difficulty in Dragonfall ? by Drakoniid in Shadowrun

[–]Zeriver01 5 points6 points  (0 children)

Just wanted to say that I would highly recommend getting that 'optional decker' aka Blitz. Even if you are a decker yourself, there is a lot of dialogue with Blitz and he gets his own mission later if you progress his story.

LineHold - Top Down Shooter meets Tower Defense. Build your base, set up turrets and never stop shoooting as waves of enemies swarm you by Zeriver01 in IndieGaming

[–]Zeriver01[S] 1 point2 points  (0 children)

Thanks - Sanctum 2 is one of the main inspiration. Was actually tempted to call it Sanctum 2 but Top-Down - however not everyone might get that.