Tiny Tactics

Tiny Tactics

What about new game modes?
Hey Tacticers and Developers,

I am just wondering if there are any plans on new game modes? I recently spoke to a fried who also is playing and loving this game. But once the campaign is over what is coming up?

Maybe two suggestions here:

1. What about an endless game mode?
The waves are getting stronger and more enemies are spawning, forcing you to rebuild you set up constantly because without any effects the lvl 1 heroes are not strong enough in the end. You could also think about getting some heroes multiple times on the board with differing upgrade states (e.g. Scouts)

2. What about a Coop option?
Double size of the map whith every player has only limited access to the map, making the mazing more interesting. You have a reduced board but you can trade your gold. When a heroes levels up you have to decide on which side of the maze it will be placed. Maybe the class combos are not shared with both players so each has to get own combos.

Just some ideas here. Feel free to add more :steamhappy:

Cheers
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Coop mode would be so much fun. I like the idea of sharing a maze and plan together the upcoming wave(s)! :steamthumbsup:
Endless sounds like a good idea but as the lvl 3/4 heroes are often pretty ineffectual without the supporting class qty buff's and the whole strat is how to balance that in 20 turns, so that once the strat/synergy is in place the only game play would be shop RNG to get multiple placements.
Sort of same even if you could have 4star units and the animation and graphic quality of the units already sets a limit to how many effectively can be on screen at one time and even if you could it would merely be just shop RNG, so is it worth the effort?

Coop mode IMO with a singular objective, optimum maze, single outcome turn based game where you can not win 'your' section would likely just be a whole load of dev work purely for what is essentially pointless frustration of blame the 'friend' on fail.

Maybe before adding new game modes the Dev's could fix the campaign modes we have as I have never seen such a weird campaign and score layout.
From the start menu we have 3x campaigns of the same where the difficulty levels are only available after completing the easy level, but they are then just tacked on 'hard' & 'nightmare' that have zero effect on your gem score, is at least very unique, but for me I just find it plain weird.
Also 'nightmare' really is more occasional head scratcher as its still relatively easy to do all gem objectives 100%.
Why things are so is a bigger puzzle to me than any of the game and after doing all the way back to Autumn on 'nightmare', just seems to make less and less sense and more pointless?!?

Like 99.99% of games the bonuses and path/solutions you take through a game are usually defined by a campaign difficulty that is set on what you select at the start.
Campaigns should be difficulty based and depending on skill level players should making choices on if a map is possible to return any gem bonuses so that the gem progression is much harder than the current yeah do all 100% bonus approach.
'Nightmare' just isn't a nightmare as either its too easy or add an 'Insane' mode where maybe 100% bonus isn't so easily achievable and you are making choices and finding gem accrual much harder, that also effects progression which is sort of missing from all campaigns and difficulty levels.

The game looks like it has partial work to do campaign difficulty modes from the main menu and currently the difficulty levels are just tacked on to maps as a work in progress, which I would guess has far less work needed than other proposals to complete?
Doodums  [Fejlesztő] 2022. szept. 10., 14:22 
Hey, thanks so much for the feedback. I am working on an update as we speak, but the focus of the update is to finish fleshing out some of the existing mechanics that are lacking, such as:

1. More level diversity. Bigger, smaller, more exciting layouts. More apparent difficulty settings etc.
2. More enemy diversity. More information about enemies, and more abilities.
3. Improve the talent tree. Lots to say about this in the future.
4. Remove/Rework units that are very similar to others.
5. Reimagine some classes (Brawler, Bounty Hunter, Charged, Statue).
6. New Biome with new map mechanics. More on this later.
7. New class

I feel like this will finish fleshing out all the mechanics that feel not finished. After this, I think the game will be in a much better state to start expanding on game modes.
Brawlers when you have 9 are quite good but that is the main problem with them as less than they become sort of less and less useful especially on small maps. But its the bonus on enemy unit type that has the most drastic effect where until 9 its null on certain units.
They would prob be OK if not for that.

Beserkers with there range can be tricky to place but love watching the Goth Techno when they get going :)
Dunno if you have any thoughts on range and line of sight and maybe the arc of flight should have more effect where you can shoot through a bush for reduced dmg, whilst a lobbed throw retains equal.
Also line of sight at times has me confused as in Desert some times you seem to be able to shoot through blocks and on other maps not, but line of sight, obstacle type maybe could also have an effect on DMG than just ability to hit?
Maybe also when you don't have line of sight you need a scout with line of sight for the other unit to target? As there are x2 really good scouts and the rest just seem synergy fillers that you can easily place, giving further use?

Bounty Hunters I never really worked out the bounty and often surprised at random gold additions when they are moved but never seem to notice additional revenue, so sort of dodged playing them other than other synergy fillers.

Charged units Lamshtu can be awesome with stat/talent buffs, but the rest with the bonus needing a spell hit can be limiting with certain synergues.

Statues biggest limit is map space and gold as the scout statue & speedup are awesome, wolf4x pretty good, but generally placement and gold is a problem when it could be a unit.

Some of the units are only bad due to limited space and possible unit number, but also the gold you have and maybe like TFT you can bank early gold and get interest (maybe a talent)
But also on bigger maps why always 20 rounds as maybe varying map round lengths will also vary tactics and add interest and also give the gold to fill a bigger map.
Some units are not so good, but they are not so good due to limits on tiles & gold in a map.

PS Doodums are you doing this almost singularly as wow, amazing work.
Legutóbb szerkesztette: DumbNumpty; 2022. szept. 10., 16:00
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