Hey Retromation, I'm very happy to see you found out about my demo! It's always amazing to watch your videos both from content quality and feedback perspective) It was so exciting to see you discover good strat from your first run, also kinda impressive, as I still can see many players struggling at their first play. Definitely noted your points about choosing buildings earlier and replayability. Currently it is balanced for the demo and is achieved with artifacts and different upgrade branches. But I have much more prepared for the full release! Keep up good content!)
@m000285610 ай бұрын
I’m very excited to see more. This is quite an interesting idea. I also am actually a huge fan of the way you’ve done meta progress in the demo. Winning a run unlocks more things to play with in your next run? Yes please! Keep it like this. I’m getting tired of these games where you’re expected to lose over and over to slowly gain your meta progress EXP. This feels more like a “Binding of Isaac” approach where you usually only unlock something new by winning, not by repeatedly losing. I think that, as far as feedback is concerned, the only thing I can think of is more things to spend energy on? Maybe? I have some suggestions, but I want to focus on the roots of my concerns rather than the solutions to problems which might not even exist anymore in your plans. My biggest concern is with the bosses at the moment. I noticed Subject A seemed to be capable of standing outside of the effective range of turrets while blasting them down. My concern is that you can maybe accidentally create a build that isn’t viable for handling the boss of your run. There’s a few ways I could see this being handled- 1. Announce the boss at the start of the run. Not my favorite solution tbh. I enjoy the surprise factor. 2. Provide something where you can use large amounts of energy to quickly deploy a new set up. This could turn the boss wave into a balancing act of accumulating as much energy as possible while not leaving your base vulnerable to the normal enemies prior to the boss spawn. It would also make the boss spawn a mad rush to convert your base into something capable of handling it which could be fun. 3. A middle ground approach with a cost. An option for a scouting mission that provides you with very few upgrade resources BUT reveals the identity of the boss to you ahead of time. Maybe have it show up one time midway through the run/act/level (not sure how you’re planning the full game to look) with some other missions that have lucrative monetary rewards. You’d then be placed in a scenario where you’d have the safe option that hinders your current growth for the guaranteed knowledge of which boss will be coming OR you can skip the knowledge and gain a big bonus to your upgrade resources at the cost of having a surprise boss. Anyway, I hope this feedback is helpful to you in any capacity. I think this is an AMAZING demo and concept, and I’m looking forward to seeing more.
@5headgames37710 ай бұрын
@@m0002856 Hey, thanks for the kind words and feedback! Glad you liked the progress, but in some way I would not name it meta progress, as there's zero meta progression in common terms. The only thing happening is you get more starting options the more different artifacts you discover, e.g.: start with less health, but gain resources/artifact. So it does not require you to win, just to try new artifacts. I have some ideas for what to spend energy in missions, but they are still pretty much in the scope of buildings/ship effects/upgrades. Interesting what you have in mind) About bosses. First of all I don't have a goal to make "every play style viable". Every building has it's own purpose. Just like in StS you need to have damage AND you need to have defense, in my game you need to have answers for big enemies (e.g. Rocket Launcher) and for groups of small enemies (e.g Mortars). So turrets should not be a univirsal solution. I'll try to balance all boses so that you don't need to know which one will it be to prepare in your run. Hope that helps)
@alias993210 ай бұрын
Thank you for the demo I hope you're sucessful!
@m000285610 ай бұрын
@@5headgames377 I appreciate the read of my long paragraph haha. I trust you as the game developer to make the best game- but also to make YOUR game first and foremost. Whenever I give feedback, I'm coming from my own head and I recognize this so I will never take offense to a developer saying, "I appreciate the feedback, but I am envisioning the gameplay loop to be *plans*" Like I said, my only concern is with the bosses. I really love the feeling of being placed up against a challenging and unique foe, but it would be unfortunate if you built a solid run but then you end up encountering a boss with mechanics that might perfectly counter everything you've been building. From the demo, it looked like you had the opportunity to make enough mistakes on the smaller enemies to understand, "Oh, I need something that can hit these flying guys" I definitely agree that a turret only build being viable would be incredibly boring, so I like how you've given the players different tools and then you've also provided a variety of enemies with certain strengths and weaknesses. When I say "meta progress" I simply mean that it seems like you unlock new things/options by winning runs- or maybe even by losing. I wouldn't know because Reto is too good at games. I know the term "meta progress" has become stigmatized, but I don't personally find it to be necessarily bad. It's like... when you first load up a Super Smash Bros game and you have only some of the characters unlocked if that makes sense? It's "meta progress" in a sense to unlock new characters as that can carry over into future plays of the game. Reto had the option of choosing Tesla Coils, War Robots, or a Flamethrower at the end there to unlock for future runs which is "technically" meta progress, but it's an exciting form of progression. What I mean is that I think you've done a very good job at promoting repeated plays of your game without it being something like you fill up an experience bar and gain 5% more damage with your rocket launchers. For example, maybe I really enjoy fire builds or damage over time- So I see "Flamethrower" as an unlockable building with its own tech tree and I'm super excited to hop right back into a new run and see if I can try that out to see what your version of a Flamethrower is. But it isn't a basic or boring type of progression where there's no wrong answer like gaining bonus damage or health or something. It's more like unlocking a new character in a fighting game or new card options in future StS runs.
@iphatbass10 ай бұрын
Awesome game!!! Can't wait for the full release! Do you have any plans about releasing this game on iOS/Android? This seems like a great game for those platforms
@nickscholz234110 ай бұрын
Amazing game. Looks really fun! It might be good to have the game pause until the player places their first tower in a level to avoid the whole enemy walking past because you waited three seconds.
@pubbles322910 ай бұрын
There is a timer at the start before the first delivery can begin. I guess they thought about this already!
@kholdanstaalstorm688110 ай бұрын
This is tech advancement in a nutshell, take known materials and techniques but utilize them in a different way. So many similarities to many games, but also unique enough to have it's own distinctive qualities! Another item on the wishlist!
@spence108110 ай бұрын
With the different mission types on the map along with the engineering team pop-up, so far reminds me of Xcom, looks fun.
@MaxBrown-qy5wz10 ай бұрын
Tower Defense + Roguelike? COUNT ME IN!
@jessicacook900310 ай бұрын
You definitely put this on my radar, I can't really find any faults with the game as it is now, which is a great sign for the future! I agree tnat there should be something sooner or more to build run variety, I think another alternative or something to do in addition to choosing a tower would be picking a few artifacts off the bat. You could also have different bases to choose from that have different effects on upgrade similar to domekeeper. All in all though I think it's great that it beats Dome Keeper in sameiness despite drawing inspiration from it.
@CmdrCorn10 ай бұрын
Getting my thrice daily indie games and roguelikes fix nice and early today.
@AXIDNT6610 ай бұрын
This kind of makes me think of Black Navy War, an old kinda tower defense-ish Flash game that was pretty awesome actually. Going to have to try this out.
@Т1000-м1и10 ай бұрын
Kind of weirdly simple but I'm too sleepy to think
@alias993210 ай бұрын
Wow this looks amazing, I really want to try this one!
@bitesize_mma650310 ай бұрын
Just a heads up you can't use the units you unlock in the demo. I unlocked the war robot twice now lol
@PerobenseAlbuquerque10 ай бұрын
Incredible game! I think the star of show is this mission system, you can play very different with the same build. The fact that the mining drill is also a unit that you have to plan to deploy and protect is very clever, I love it!