Emberward

Emberward

Xion Feb 7, 2024 @ 2:43am
Wonderful start, loved the demo! Questions/feedback
Hello!
First off I would like to say this is a fantastic tower defense game! I have played TD games my whole life and very much enjoy building my own maze (Xeno Tactic is one of my favorites and this game very much reminds me of it.)

A few questions i have:
1. Will there be air/ground only type towers/enemies?
2. Will there be a relic to increase poison damage (perhaps how much damage is done once the enemy is fully saturated with poison?)
3. Will there be a way to (perhaps with the use of gold or a special card that can be earned or bought at the shop) be a way to remove already placed maze pieces (after the round it was placed)?
4. I would love to see some data when an enemy is clicked, will you be implementing a data window once a monster is clicked or perhaps a bestiary that can be referenced once the monster has been encountered at least once during the run?
5. Will enemy weaknesses be implemented in the full release (IE: Fire does 2x damage to flying while poison does 2x damage to fast units ect)?

I did try a few self imposed challenge runs and found a few towers to be very under-powered.
Poison towers being the biggest offender. Even building the maze out and fully saturating the enemy with poison near the start of the maze, hardly any would die before making to the fire.
The damage just does not tick down quick enough. Even with the relic that adds chill to poison towers it was just impossible to kill with just poison towers.
This was done on the "Normal" difficulty. Perhaps I did not find the correct poison towers or relics to make it work?

Frost towers: these seemed to slow the enemy down ever so slightly. I would be interested to know the exact amount of slow that is being applied (0.25% perhaps?)?

My favorite tower so far is the 20 sided die, very well thought out and beautifully implemented. I especially like the critical failure and success celebration/failure. Out of all the TD type games I have played, i have never seen that mechanic in them. Truly a unique and fun mechanic.

I will have to play a bit more and will provide more feedback and im sure ill have more questions in the future.

Until then, great job!
This game is definitely on my wish list!
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RefiCHL  [developer] Feb 7, 2024 @ 7:14pm 
Thank you!!
For your questions:
1. Will there be air/ground only type towers/enemies?
Probably not. I don't really like flying units that ignores all your mazes, it adds an extra layer of complexity, but does not feel more fun. so I would avoid that unless I found a good solution to make it more interesting.

2. Will there be a relic to increase poison damage (perhaps how much damage is done once the enemy is fully saturated with poison?)
Yes. I haven't decided to make it a relic or talent, but there are some more stuff to make poison build more powerful. (It's surprisingly difficult to balance!)

3. Will there be a way to (perhaps with the use of gold or a special card that can be earned or bought at the shop) be a way to remove already placed maze pieces (after the round it was placed)?
Yes. I haven't decided whether it would be an extra skill (so you can use it whenever you want, with cooldown or gold cost) or a special card (more RNG).

4. I would love to see some data when an enemy is clicked, will you be implementing a data window once a monster is clicked or perhaps a bestiary that can be referenced once the monster has been encountered at least once during the run?
I've implemented it (a small window when you click a monster) but there's a bug that I did't have time to fix before Next Fest so I deactivated it :P

5. Will enemy weaknesses be implemented in the full release (IE: Fire does 2x damage to flying while poison does 2x damage to fast units ect)?
Probably not. I've tried to add something like this, but it makes some build frustrating to play. (like when you're trying a full fire build, but lost because there's a wave of water type monsters)

About Frost towers
It's 25% slow with the talent. In previous builds I've tried 45% and 35%, but they became way too powerful when players learned to build efficient mazes.
Xion Feb 9, 2024 @ 9:17am 
Cool! Thanks for answering my questions!

It is super awesome someone is still making really cool tower defense games. Balancing is definitely a bit difficult and looking into the code of old flash games.... some are just straight up broken and unbalanced.

I used to make TD maps/game modes for StarCraft back in the day. Always had issues when it came to balancing power levels without causing a -you can only use this build to actually win- situation.

After much more fun testing I found that the Drone tower is definitely a bit OP in its Range (when placed on an extended range tile). Its almost like the extra range tile is giving it the shown extra range but x2 in the background. I haven't noticed this issue with any other towers so far.

Poison has always been a weird one to deal with.... I wish you luck in the balancing act there :)

I seriously cant wait for the full game to be released, this will probably very quickly become my most played game.

Good luck and thanks again for making such a fun game!
All I want to add is; I love the game and 'gotta have it', can't wait!!
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Date Posted: Feb 7, 2024 @ 2:43am
Posts: 3