Guns and Goblins
You've hit a goblin nest on your excavation activities. Defend your mine shaft from the creepers. How many waves can you last?
Status | Released |
Platforms | HTML5 |
Author | gemaco1397 |
Genre | Strategy |
Tags | 2D, 32-bit, Experimental, in-development, mythology, Pixel Art, Singleplayer, Tower Defense, Unity |
Development log
- UI changesMay 30, 2021
- First extra graphicsMay 25, 2021
- First updateMay 24, 2021
- Initial launchMay 23, 2021
Comments
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Damn! TDGs (Tower Defense Games) are really not my thing, I couldn't even reach the first boss! :-3
But even though I am not into TDGs, I still can tell that you did well, my friend, the prototype is playable and I guess enjoyable for people who are into TDGs, well done!
Ah, yes, I wanted to mention one thing. I didn't expect a fantasy setting because you talked about turrets so I imagined turrets as in AI-controlled turrets like in a sci-fi setting, you know. I think if this is in a fantasy setting, then it is better to call them towers. Moreover, there is not even a single tower! What you actually place is units so I really don't understand why you even talk about "turrets". ;-p
Gameplay wise, players need to be able to pause, this is currently a missing feature in this prototype.
Also, it would be appreciated if players can take their time to identify everything before they are invaded. When I first played your prototype, I was barely familiarizing myself with the screen when I saw the first cockroach (Yes, you told me they are goblins but they look like cockroaches. ;-p) moving on my screen and I felt pressured to quickly understand what everything was, especially identifying each unit to understand who to place where, which felt uncomfortable, I would have appreciated if the prototype waited for me to be ready to start, like if the first wave started when the player places the first unit would be cool.
Actually, I found the upgrade menu because I hoped that the white shape was the pause button, but it was not. :-3 Do you expect players to know this is the upgrades menu button where there is no indication? I'm not even sure that they will pay attention to it. :-3 Turn this unremarkable white shape into an up arrow in a square and it would be a little more obvious that it is the upgrades button. ;-)
Also, wow, I notice only just now that I am no more trying to play that there are tabs for each unit in the upgrades menu because when I was trying to play, I was under pressure to hurry as the waves were going on and I didn't even notice the tabs so I thought the whole time I played that only dwarfs were upgradeable!
Players under pressure easily miss things, you need to keep this in mind. ;-)
And when players are under attack, they don't exactly have time to go into a menu. Why not add an upgrade button above each unit box to open a pop-up with the upgrades dedicated to the unit instead? ;-) I mean, instead of a general upgrades menu with tabs for each unit, dedicate an upgrades pop-up to each unit and add an upgrade button above each corresponding unit box. ;-)
Also, those flashy white shapes are aggressive to eyes, we know the point of prototypes is gameplay, not artistic concerns, but please, at least use soft colors. ~_~'
Well, I think that about sums up my feedback. :-)
Now that I beta-tested your prototype as you asked me to do, I go back to writing the next novel that I will send you. ;-3 Wait, you asked me two hours ago? I really spent two hours on this feedback?!? No way!
By the way, I just noticed the "title pending" in the name of the page.
If you are looking for a title for this prototype, how about "Cockroach Attack!"? ;'-p
Oh, I'm laughing my ass off, please don't be upset! ;'-3
I remember that you first drew your characters from face but you then decided to redraw then from top because the game view is from top.
However, they become unrecognizable from top, your goblins look like cockroaches with their bulky body and thin limbs, characters lack...well, character from a top perspective. :-3
You think too much logically and not enough gameplay wise.
Yes, it is logical from a top down perspective to see characters from top, but is it fun to see only the top of the head of the characters? That is the question which matters in a game.
Look, almost all top down games show their characters from face, back and sides because that it is more enjoyable to see them this way than stuck with the top of their head, you are used to play such games yourself and you never complained that was illogical, you just enjoy the view, don't you?
Would you enjoy as much if all that you saw was the top of everything?
That would not only be less enjoyable to see but that would also make playing much less fun as it would be complicated to recognize things from top, don't you think?
Then how about you try to use face, sides and back views of units as they turn instead of top view and see if I stop calling your goblins "cockroaches"? ;-3