Hole 4, 131 strokes in, I need to get back to work.
Hole 2 was the most confusing as it's not yet clear that only ball 2 can move ball 3, the little diagram below could use some numbers and more direct way to explain the mechanic
Barsen
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This demo was made mainly with source code from this course here https://www.udemy.com/course/unityrpg/
The repo is publicly accessible https://github.com/UnityRPGv2/RPG
4 tries and couldnt get past the first level :(
I think scaling down the difficulty, especially in the beginning would benefit your game. Without it it't even shorter since I can't get past the first level ^^
I like the overall idea I see from the screenshots, also as already said the art is really great!
Thank you!! Glad a tower defence fan enjoyed it.
I myself am not a big fan of the genre, mostly because I don't like the finality of placing a tower and not beeing able to move it,.. so that's how this mechanic was born ^^
Fire towers heat up.
Frost towers cool down.
Water towers apply a WET effect:
WET enemies cool down twice as fast.
Only WET enemies can be stunned with a Thunder tower.
^^^^
That's the gist of the tower mechanics. I did have this information pop up during gameplay, but I think I'd need some images to make it clearer.
Thanks for checking it out Tomato Salat :) Yes the game lacks some well needed explanations of the core mechanics! Seasons change the ambient temperature, so during summer the skulls heat up on their own, and during winter they cool down to a halt!
Speeding up and upgrading are great ideas to implement if we ever pick this project back up. Glad you enjoyed it!
I get the intension behind having a higher difficulty, I do struggle not making my games hard aswell. But there are some issues with this.
1st you don't give the freedom to explore and find your own way of playing, you having to tell me exactly what you did in the first couple second of your game kind of shows that. Having this kind of exact pattern to follow can be great, don't get me wrong! But if you don't build up to it, by giving the player some time to enjoy and exlpore on their own, they lose motivation more often than not.
And 2nd the player does not know everything YOU know about the game. I have no idea about the bombs walking speed, explosion range, damage or walk speed. Neither how long I have to charge to kill a bomb with one shot. All of this things I can find out by getting some easy introductional levels, to get me up to speed.
In the end it's your game and you can do what you like, but it is a shame if people only see the first 10 seconds of something you have worked so hard on!
I followed you so hopefully I'll get some notification :) With the timer I do think showing it not only when it's close to zero but during the whole time would be better. Not knowing how much time you have left gives an unnerving feeling which is not really necessary when you already have an countdown.
I really enjoyed the intro! Sadly I could not even destroy 4 bombs in a single round! Their blast radius is just to big, it would be nice if there was some way of doging the explosion. It would have been better to have the first few levels start with only a few bombs, the game starts really hard, especially when you don't know hats happening yet. But visually the game looks great, and the beam charge soundeffect is really satisfying If you could nerf them bombs a bit it would be nice!
I did not get far, saddly I could not get the controlls to work. I expected the time power to turn back time and move me to my start position but that did not really happen. Maybe it would be better to have litte challenges at the beginning of your game with some explenations while you are completing them, like a playable tutorial, just to get the player used to your mechanics. I do like the atmosphere tho :)
Wow great game! I got really immersed, and went in for a second playtrough! The link break really gave me an eerie feeling. I really had hopped that there would be more to do in that direction!
The art awsome, if the ability buttons matched the rest of the art i think it would be much nicer! (have them scribles and be worn out like the rest)
I do get that the font you chose ads to the atmosphere but its so hard to read. And read is almost all you do in this game! So having this kind of font for the comic parts might be cool but for the game elements it would be more important to be able to read it easily.
You created a great atmosphere, good job!
Great game! IT has the feel of a full fleshed release. I did not get far so some checkpoints along the way would have been nice, having you respawn with a set time left everytime. I also missed a timer showing how muh time I have left. But those are just minor quarrels, the game is really well done!
Glad you liked it, the season affect the ambient temperature, so during summer the skulls heat up on their own and during winter they cool down, making them slower but harder to destoy. I definently should have invested more time in making the mechanics clearer and explaining them better. Thanks for playing!