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Played for another hour+ and was able to make it to wave 22. A few more comments: * On the grid line make every other line double width. As all of the turret
by icefox 10y ago
Played for another hour+ and was able to make it to wave 22. A few more comments:
* On the grid line make every other line double width. As all of the turrets are 2 spaces it is really annoying when you screw up counting.
* When a game ends it has some odd '_____' in the dialogs. Guessing some indenting gone wrong?
* If I drag a tower inside of the tower browser on the right the green box appears and seems to be stuck on the map if I release my finger not on the map.
* Other than getting a high score or getting to further wave achievements are a way to encourage players to try out different techniques. This is somewhat difficult with only 1 challenge, but as you add more challenges with different wave configurations it opens up a number of different achievements that can be obtained. This goes back to finding the fun. When a game ends why should I play another game?
* I can't think of a good method off the top of my head but it would be good to show off different level designs players have come up with. Maybe at the game over screen to give ideas for how other players solved the level to try? At least I know what I will try the same design over and over before switching to something else.
* Different challenges with different maps would be interesting. Maps with multiple entrances and exits. Maps where some spots on the map are already blocked off and can't be built on. The ability to build 1x1 'walls' that do nothing, but force bugs in certain directions and all of the various maps you can make that have pre-existing walls and players can either use and destroy and go for something else. You could also make Turrets be damaged and need to be repaired back to the lowest level. If there was a challenge where it already had turrets in a horizontal/vertical/diagonal pattern I would be really temping to keep that up to play it out and not destroy it.
I know Tower Defense games have typically used some path finding algorithm such as A* or whatnot and the instant bugs know about a better path they change direction. Something worth pondering would be to instead use a diffusion map. Here is a tech demo I tossed together entirly in plain old JavaScript showing just such a technique: http://meyerhome.net/~ben/towerdefense/ http://meyerhome.net/~ben/towerdefense/ (Zoom in your browser to make it bigger) The bugs react, but not instantly and allows for much more emergant behavior such as bugs moving away from the most efficient path if all of its friends keep dieing on that path (at least for a little while until they forget) or the bugs seem to cluster for a second or two until they all charge forward. Anyway that is a very different direction to take a TD game and outside the scope of the feedback your looking for but I figure you would get a kick out of it.
- sabertoothed 10y agoYou're a star, mate. We should definitely stay in touch. Incredibly valuable feedback for us. Edit: typo
- icefox 10y agoWhen the game ends can you make it so it doesn't cover so much? I want to look at what I have built and think about how to make it better.