zachstronaut 2012-12-17 20:27
I would really like to see where this reverse-tower-defense idea could go. I'm very intrigued.
Foon → Ludum Dare Explorer → LD25 → Feed the Towers
By finalmirage
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Humor | 401 | 2.38 | ||
| Innovation | 486 | 2.60 | ||
| Audio | 505 | 1.95 | ||
| Fun | 550 | 2.45 | ||
| Overall | 605 | 2.55 | ||
| Mood | 614 | 2.27 | ||
| Theme | 616 | 2.55 | ||
| Graphics | 664 | 2.10 | ||
| Coolness | 867 | 39 |
I would really like to see where this reverse-tower-defense idea could go. I'm very intrigued.
I like the concept, but it could use some balance. There is no benefit to spawning anything other than the lowest level creeps since the income payoff is so disparate. The goat was cute.
The concept was fine as a reverse towere defense, unfortunately the creeps were unbalanced. I could just spam the first creep and beat the levels. It has potential though.
It was fun. I see what you tried for balance, with lower level creeps giving you less income next go round, but it seems backwards. Like using more expensive creeps should be worth more. Like 3 level 1 creeps are $3, while 1 level 2 creep is $2.
I like the game though, I kept playing. I was playing it like I wanted to beat each level as soon as possible.
Maybe add a creep that does its own shooting.
Fun concept, but the creep balance seemed a bit off.
I knew balance would be an issue and even with tweaking it throughout the weekend some things slipped through due to lack of playtesting. :) I think if the towers could level up by killing things then it would prevent people from just spamming low level critters because you'd just be making the towers more powerful.
Cool idea, but in practise in doesn't really work for me.
As there's no punishment in just waiting for money, I'm just doing that and send a lot of goats :)
I wonder if waiting for a long time for money is the only way to win the game?
Good game. Really interesting idea to reverse the tower defense concept, though like others have said, the balancing is a bit off.
Nice concept, balancing is difficult. I have some ideas for improvements (not all are new):
1.: make enemies towers get better with each kill, so spamming will only make them stronger and stronger.
2.: make my creeps attack towers and let me get money for damaged / destroyed towers, so strong creeps can get me money in other ways then income
3.: make towers become stronger with time / introduce a time limit, so just sitting around and aggregating money for a long time does not pay off
4.: let me level up my creeps, so they get stronger/faster without becoming much more expensive, but let the ugrade itself be expensive.
5.: limit the maximum amount of money one can has at a time (maybe make this upgradeable, too)
Balance and such have already been stated but my issue here is that it doesn't really address the playing as villain theme. Just reversing the tower defense theme doesn't automatically make you the villain. Just look at the Anomaly Warzone games, you play as the good guy in a reverse TD. The graphics also don't help reinforce which side is good or bad.
Go goat!
A little stumped by the premise, but fun to play none the less.
I don't feel like I have a lot of control in this game, but I like the idea of reverse tower defense. The best strategy seems to simply be to wait to amass gold and run by the defenses, which isn't particularly engaging.