How does Strong Winds help? It seems in a game where you want to go slower so you can more correctly navigate the terrain, a powerup which makes everything go faster is not an "upgrade."
Off to a good start! Some UI notes:
1) Make build menus stand out more, Labels would be an easy addition to indicate users should click
2) Cool life counter, but add #'s to go along with it
3) Game balance: 4 towers did nothing to the 1st wave. Ease your players into it; get them familiar with the UI, get them competent on tower types so they know why they would want to build certain towers, get that "accomplished" feeling momentum going before you add more difficulty.
4) Tower Stats: in a “tooltip” if you don’t have room so users can see tower numbers (dmg, spd, rng)
5) Build panels that slide out should be able to be opened/closed during battle. If tower cost > player Doge, disable building that tower
7) Add keyboard shortcuts: #1 builds first tower, Q slides out top panel, Space to “next wave” etc. Good start, keep it up guys!
Thank you for feedback,
One of the purposes of game is to be hard and a wrong strategy makes the wave come and hit the base. maybe this line of thinking wasn't the best to be nice for the player.
Anyways thank you we gonna learn more and try to be more professionals on our passion for games.
Wait for better games.
If you're having trouble with your character not being on the screen after you load your saved game, click the Game Options menu, quit the game, then load it again. Seemed to work for me and i'm able to resume now.
It seemed like autofire shoots once per second, but turning off autofire and manually clicking results in once per 2-3 seconds. It'd be wonderful to have a keyboard shortcut to turn autofire on and off, or to PAUSE autofire so we dont nail the sheep. It's tough coming out of the options menu when on autofire because you're automatically wasting a shot in the air when you click the resume game button. Some sort of timer or something after resuming the game would also be nice. Great game though!! wonderful job!
Beautiful game! However, some UX issues that should be considered... Keyboard shortcuts to call all waves, pause the game, etc. The click/drag to place guns is tricky to get used to. Having to click both start-wave buttons is a problem if you're prepared and want the best bonus.
During the "Monocycle" screen, when i clicked ok, the monocycle drove into my tower without the guns knowing it was there... possible bug on tower reinit...
the AI in this game needs some serious help. When I've got my last penguin walking across the screen to one turtle just to turn around and walk across the screen to another turtle without touching him... it's infuriating.
Absolutely awesome game. i'm really looking forward to digging into this. I realize the ambiance is part of the game and David Carney kicks ass... but a mute button would be priceless.
Thank you for feedback, One of the purposes of game is to be hard and a wrong strategy makes the wave come and hit the base. maybe this line of thinking wasn't the best to be nice for the player. Anyways thank you we gonna learn more and try to be more professionals on our passion for games. Wait for better games.