nottrex 2018-04-10 21:47
have fun
Foon → Ludum Dare Explorer → LD41 → ClickerDefense
By phoenixofforce and Nottrex
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 641 | 3.40 | 28 | |
| Fun | 308 | 3.60 | 26 | |
| Innovation | 1005 | 2.82 | 27 | |
| Theme | 789 | 3.31 | 26 | |
| Graphics | 584 | 3.47 | 26 |
have fun
Could not launch .jar on Mac :( Looks like a nice game
Fun game, beatifull graphism, really nice !
Pretty cool idea! But why not make the gold income a clicker too?
@firellon Sorry and thank you to hear that. Unfortunately we cannot debug the version to make it playable. But maybe you do not have java 8 installed.
@Jammin Thank you :D
@Nehvis We considered it but we decided against it because we thought it would be too op because you can build as much tower as you can click in the first few rounds.
The game seems quite hard. I constantly don't have enough gold to build towers and the towers I have are quite weak. The clicker part is on the other hand very easy since there is a lot of time to click when the wave progresses. I like the combination though, why not click around if you have nothing else to do :)
Game looks good. It's a nice combination but there have been a lot of incremental defense games out there since Warcraft III's maps so it's not very original.
Gameplay wise it would be nice to have an ingame tutorial or a bar on the bottom explaining what you have selected or the controls.
The "clicker" mechanic is not well implemented and just gets in the way of the game itself.
Also, the game needs a bit more balancing making the first stages easier to get the player started with a few turrets before actually starting to spawn harder enemies.
Art-wise the game is decent and some sound effects/music would have made it feel much better.
Two of my favorite genres, I love it! Does the upgrade button (I guess that's what the middle thing's supposed to be) do anything xD?
@Pavel Smejkal We were not aware of the difficulty. We tested the first few waves and thought it was nearly balanced and fair. Maybe we should try gathering more opinions next time.
@Samupo We just wanted to make a tower defense game despite the amount of tower defense games. I totally agree a with you about the ingame tutorial, the audio and balancing. Since it was the first game i had to balance i did not know if i got the balancing right.
@xoxo4c756c75 The button was supposed to do something but because of the lack of time and amount of balancing we decided to not implement it and leave the button in.
And thank you all three for playing :D
@PhoenixofForce Just some random advice for designing and balancing a TD game.
To calculate which is the turret damage output you can use DPS, but if they have different range consider using number of attacks in average times damage per shot. That, divided by cost will rank your turrets from best value to lowest.
Lowest value turrets should be cheaper and used on the start of the game, while best value turrets are those more powerful variants for end-game.
Enemy balancing is also important. For the first few levels I would have made just the quantity of the enemies go up and keep them weak. After I've reached a good amount of them in the screen I would start making them stronger.
For this purpose if you want to make the game have a nice difficulty curve take the expected damage progression formula per level (can be calculated using turret cost and value) and make the enemy progression start later but have more growth to it. ie: turrets grow linearly (y=x) then enemies grow something like (y=(x-10)^1.2).
And that's a nice way to have some theoretical balance in a TD. Then, you'll always need to tweak the values but you'll get very close to decent ones from the start and save a lot of time and headache.
@Samupo Thanks. I will definitely save this. Maybe i will make another build with this in mind later.
How to run it on Mac? I get the jar file, but it doesn't run with jar launcher or in command line with `java name.jar`
@Lerg Unfortunately you cant run it on mac. We do not know why and cant fix it because we cant test it.
Too bad...
The problem on Mac is the shaders:
LWJGL Version 3.1.4 build 8 OpenGL Version 2.1 INTEL-10.25.19 [23:36:43] Error: Could not compile shader menuVertexShader: ERROR: 0:1: '' : version '130' is not supported
@smiley Thank you for providing that information. We will see what we can do. I sadly can guarantee nothing. It seems like your OpenGL Version is too old :/
Weirdly addicting! Currently on wave 42 (with 8k+ of all resources) and still going strong! The blobs don't stand a chance. Not sure what 'enemies left' really means though. And it almost always seems to go up or down 2 at a time.
@PhoenixofForce yeah.. MacOS lagging after with OpenGL for many years now
@Papaver "Enemies Left" was supposed to show how much enemies are on the field but i guess i messed someting up with the calculation ;D Thank you for playing, i am glad you are having fun.
I think this could be a pretty cool game. It's main issue is, as previously mentioned, balance. In the first few rounds of the game, I couldn't afford enough money to not lose a few lives -- although perhaps that's because I didn't skip enough rounds. But now it's run through about 20 rounds or so without me buying any new towers, simply because the bomb towers are really powerful.
The other problem is that the clicker part suffers seriously from diminishing returns -- every single building just does +1, but usually in a clicker game you can buy better buildings that do more so that it is feasible to get a reasonable rate of resource generation.
I also spent a lot of time getting a mill and apparently it doesn't do anything?
The other criticism I would have would be with respect to graphics -- it's not a big thing, mostly a personal opinion, but I don't think that it looks very good to have multiple resolutions of pixel art in a single game. This doesn't really affect this game too bad -- just the buttons at the bottom and the toolbar at the top -- but it is something to keep in mind.
Also -- just out of curiosity -- is there a last round?
@TheMonsterFromTheDeep I think to the balancing-topic is nothing more add.
As also mentioned before the usual "upgrade-part" was planned but there was not much time left so we kicked it out. The Mills double your click-gain (perhaps we should added some text). The thing with the resolutions is, that it would be nice if my wood logs and stones would look in high-res nearly as good as in low-res ;)
No, there is no last round.
Ran great on 64-bit Linux.
Fun! I haven't played a tower defense in ages. I didn't really enjoy the "clicker" part of the game: the fact that you're encouraged to build up lumber mills and mines to produce resources automatically seems to, in my opinion, undermine the clicker element. Maybe if there were new elements to click on as you advanced? Or frantically clicking around on towers to repair them?
Criticisms aside, I spent like half an hour playing. :) The graphics were simple but very clear. Really well made and complete-feeling entry.
Had a lot of fun with this one. Loved the art style. I like the trade-off between resource buildings and defense buildings.
I liked it! Though the balance seemed a bit off. I was always just a bit short of gold.
I think you guys did a great job! I would have loved the chance to click for gold, even if it was really slow, to make the clicking part feel more meaningful. I found myself playing this for quite a while even after I felt like I'd tested it out enough to rate it. I'll probably play it even more after this. You made a good game in just 3 days!
Nice game! The first gold resources is little bit hard to get. Love the mix up between tower defense and clicker game (it works well). It could be useful to know buildings roles, but I love the minimalist UI too. Great job anyway!
It was really nice to play! overall the game is great and i had a lot of fun. However in my opinion you could've made a better use of the scenario. the minimalist idea is great but it seemed like something was missing though.
I could say a lot about this game: how the graphics were pretty underwhelming, how the towers were incredibly unbalanced, how your success or failure depended a lot on your first round, how the clicker element wasn't fully realized, how there was no music...
But the fact that I played this game for 45 minutes without getting bored kind of renders those point moot.
Good game. It's addicting like any other good tower defence game and playing itself while I writing this comment like a good clicker game does. Really interesting concept. I also love how complete this looks with these little animations and cursors. Only one thing though: what does windmill do?
P.S. It can become a very interesting game, may be add tower auto-upgrade or build queue, so you can really go afk to see your game progressing by itself, I would really like to see this game continues to develop.
Well, I left for a while and thats what I got.
Now I would like a button to skip to the next wave even if the current is still going.
tower clicker.png
@the_noffs Automatic productions is something that all clicker games have and thats why we put it in. Repairing towers does not came into my mind but sounds good. Or maybe clicking to build towers.
@Goplite The Mills double your click-gain (perhaps we should added some text). Upgrades were planned but the time wasnt enough :( And i wanted the wave skip too but the way I implemented the waves did not allow an easy solution for it.
And of course, thank you all for playing and rating.
Really nice game :) was a bit hard but it was really fun to play. Also maybe you should balance the mines and lumbers because they were almost useless but really good game anyway ^^
I can't run it in linux although I really want too :)
If you can give some instructions on where to find the executable file that would be great.