No Creeps Were Harmed TD

No Creeps Were Harmed TD

V1do Aug 30, 2023 @ 11:37am
Damage on towers and repair
Tried the game on new version for a few games. On map tilt and bypass. After the new version the endless modes are way easier and playable than before (I got ~45-55th wave on both of those maps while I'm just lvl 17).
However, around the end game, my turret can't really resist the DPS from creeps, like boss creeps and tons of sweepers. Even I upgrade the HP (they cost a lot after you upgrade other options), the HP isn't just enough for it to survive a wave. One of my tower dies -> overall DPS to creeps are not enough -> more tower dies -> GG.
The point is, upgrading HP is really expensive, and it's really a big problem on ending rounds. And you have to upgrade a bunch towers for HP since they all receive a decent amount of damage.
You could sacrificing DPS for HP upgrade, but since some towers have ridiculous DPS scale, you have to upgrade DPS to the fullest.
And what make this extremely painful is the repair system in this game. You mostly have 2 ways of recovering HP of a tower. Passive gain (can be buffed by using boosters), which is just sooooo low. Recovering 0.3% of HP is still not enough for most towers to survive the DPS. Second method is using nanobots, which cost POW and have very limited range.

Maybe it's just my skill issue, but I do think a lot of player experienced this problem, which makes further levels of endless extremely painful. (It's meant to be painful but I think this is not the way lol)
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Showing 1-5 of 5 comments
V1do Aug 30, 2023 @ 11:39am 
Failed to mention but I did the run on standard
The game is fun, keep going :)
Riot Lightbulb Aug 30, 2023 @ 11:58am 
I'd agree with your comments. I have very much the same. And although I dislike towers dieing in a TD game I will accept it here as it has a slightly different mechanic to it as they are repaired at the end of a wave so its not quite as bad.

But having towers die is a way to bring and end to endless mode. Its makes for more decision making and more choice of strategy.
However what I think the issue may be is the fact that all upgrades are linked in costs.
So buying max damage upgrades is really good value at first, buying additional upgrades on that turret get progressively more and more bad value for investment.

I have had a thought in my head about a Mini-you type 'tower' that could go around and heal damaged towers (could just be an option to set mini-you towers to repair mode when needed?) but im not sure it would help. As you would just be spending a larger potion of your creds on HP and less on Damage.
Narlak  [developer] Aug 30, 2023 @ 12:20pm 
Originally posted by V1do:
Failed to mention but I did the run on standard
The game is fun, keep going :)
Hi there

So for boosters, that repair rate is based on max health of the turret it's fixing. That repair value can also be upgraded. So if you upgrade the repair rate AND the turrets health, it's much more effective.

Health is not unlimited, and endless mode won't truly go on forever. I don’t want the game to get into a stalemate state where players can AFK farm. Personally, I would rather see my death fortress explode, resulting in a bunch of cool explosions, vs creeps just disappearing at the end of the line. It doesn’t really matter if I double, triple, or increase the value of turret health 100x. At some point the creeps will get you and your fortress will likely be in ruin when they do.

All that said, the game is too hard, and I’m still making near daily updates to smooth things out a bit. The game does ask players to split income between attack and defense. I do take into account that upgrading health takes away from damage potential. It’s a tricky balance, but it’s part of the puzzle I want players to solve.

One thing I’m considering is to make a “resurrection” structure that will bring ONE turret back to life per wave to some “upgradable” health value. You would be able to stick a few of these on unused parts of the map, and they would be able to restore a turret anywhere on the map. That’s a “new content” thing though, which takes some time.

I’m going to increase the last-in-line health upgrades for most turrets today, but you will still have to commit some funds to get that last health upgrade and get that boost.

One thing to keep in mind is creep health will scale forever as they get harder in endless, but the damage they do will not. I have to be careful to not totally trivialize attackers in endless mode. Still, some changes are coming today. Keep an eye out for 0.1.9.

Thanks muchly for the feedback. Glad you’re dig’n the game :)
V1do Aug 30, 2023 @ 12:49pm 
Originally posted by Narlak:
Originally posted by V1do:
Failed to mention but I did the run on standard
The game is fun, keep going :)
Hi there

So for boosters, that repair rate is based on max health of the turret it's fixing. That repair value can also be upgraded. So if you upgrade the repair rate AND the turrets health, it's much more effective.

Health is not unlimited, and endless mode won't truly go on forever. I don’t want the game to get into a stalemate state where players can AFK farm. Personally, I would rather see my death fortress explode, resulting in a bunch of cool explosions, vs creeps just disappearing at the end of the line. It doesn’t really matter if I double, triple, or increase the value of turret health 100x. At some point the creeps will get you and your fortress will likely be in ruin when they do.

All that said, the game is too hard, and I’m still making near daily updates to smooth things out a bit. The game does ask players to split income between attack and defense. I do take into account that upgrading health takes away from damage potential. It’s a tricky balance, but it’s part of the puzzle I want players to solve.

One thing I’m considering is to make a “resurrection” structure that will bring ONE turret back to life per wave to some “upgradable” health value. You would be able to stick a few of these on unused parts of the map, and they would be able to restore a turret anywhere on the map. That’s a “new content” thing though, which takes some time.

I’m going to increase the last-in-line health upgrades for most turrets today, but you will still have to commit some funds to get that last health upgrade and get that boost.

One thing to keep in mind is creep health will scale forever as they get harder in endless, but the damage they do will not. I have to be careful to not totally trivialize attackers in endless mode. Still, some changes are coming today. Keep an eye out for 0.1.9.

Thanks muchly for the feedback. Glad you’re dig’n the game :)
I don't really think the booster's 0.3%/s helps a lot though, I just played the map decks where a bunch of boomer is destroying my lag field(6000HP) in less than half a miunte, and this is just the start of endless(~30 waves). And you sometimes just cant use booster everywhere since it's big size. I survived 50 waves with all my front towers(they are all fully upgraded) destroyed.
Didn't mean this should become a AFK thing either. In TD games it's all about difficulties and how to conquer it, but in this problem I don't really see an effective way to deal with it.
Yeah an active 'repairer' should help, adding a new tower or even Brian himself can do the work. Tbh in late game brian is really useless, maybe let him repair the towers should add a bit fun to the game, by this I mean adding a upgrade option that let brian repair the towers, should be really fun and make players even more active (by pressing a lot of F's) in the late game.
Narlak  [developer] Aug 30, 2023 @ 1:18pm 
Originally posted by V1do:
Originally posted by Narlak:
Hi there

So for boosters, that repair rate is based on max health of the turret it's fixing. That repair value can also be upgraded. So if you upgrade the repair rate AND the turrets health, it's much more effective.

Health is not unlimited, and endless mode won't truly go on forever. I don’t want the game to get into a stalemate state where players can AFK farm. Personally, I would rather see my death fortress explode, resulting in a bunch of cool explosions, vs creeps just disappearing at the end of the line. It doesn’t really matter if I double, triple, or increase the value of turret health 100x. At some point the creeps will get you and your fortress will likely be in ruin when they do.

All that said, the game is too hard, and I’m still making near daily updates to smooth things out a bit. The game does ask players to split income between attack and defense. I do take into account that upgrading health takes away from damage potential. It’s a tricky balance, but it’s part of the puzzle I want players to solve.

One thing I’m considering is to make a “resurrection” structure that will bring ONE turret back to life per wave to some “upgradable” health value. You would be able to stick a few of these on unused parts of the map, and they would be able to restore a turret anywhere on the map. That’s a “new content” thing though, which takes some time.

I’m going to increase the last-in-line health upgrades for most turrets today, but you will still have to commit some funds to get that last health upgrade and get that boost.

One thing to keep in mind is creep health will scale forever as they get harder in endless, but the damage they do will not. I have to be careful to not totally trivialize attackers in endless mode. Still, some changes are coming today. Keep an eye out for 0.1.9.

Thanks muchly for the feedback. Glad you’re dig’n the game :)
I don't really think the booster's 0.3%/s helps a lot though, I just played the map decks where a bunch of boomer is destroying my lag field(6000HP) in less than half a miunte, and this is just the start of endless(~30 waves). And you sometimes just cant use booster everywhere since it's big size. I survived 50 waves with all my front towers(they are all fully upgraded) destroyed.
Didn't mean this should become a AFK thing either. In TD games it's all about difficulties and how to conquer it, but in this problem I don't really see an effective way to deal with it.
Yeah an active 'repairer' should help, adding a new tower or even Brian himself can do the work. Tbh in late game brian is really useless, maybe let him repair the towers should add a bit fun to the game, by this I mean adding a upgrade option that let brian repair the towers, should be really fun and make players even more active (by pressing a lot of F's) in the late game.
No Creeps is pretty different from other TD games, and I think that is okay. It might help to think about it as a bit of a castle defense game mixed in there, or something like “The battle of the Alamo”. Creeps push back in this game, and that is a core feature.

Brian is the most lethal tool in your arsenal by far. He’s mobile, has 3 turrets, shields, a wealth of upgrades, and cloak detection if you need it. If you upgrade his damage fully, you can pretty much wreck boss creeps without too much trouble if you set him to shoot the strongest things. He can also tank pretty well with a few health upgrades. He’s really good at cleaning up leaks if you sent him to shoot “first” and move him around. His upgrades start off pretty cheap too.

I use to have Brian repair stuff, but this becomes a janitorial chore, so I moved to the end of wave repair system. If you want to fix turrets directly, that is what the nano-fixer is for. I’m not sure what map you are playing on, or what strategy you are using, but wave 50 isn’t bad in my opinion. Some of your turrets will be destroyed at some point. This is inevitable. You can’t win endless.
Last edited by Narlak; Aug 30, 2023 @ 1:29pm
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