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1 - Adding an overlay the player can toggle that color codes +3 and +4 height hexes for optimal tower placement.
2 - Adding Some sort of impact animation when enemies get hit would be a nice addition.
- after i build the brewery i was shocked about the costs
- there are maybe to much random abillities, like lightning chain hits
- it is hard to focus a certain "build"of towers and it becomes frustrating for me
- is there any posibility to make it harder at the beginning to get more reward?
it is hard to say what has to be done, to make it more likely that i play it again
- i would love to have a slow and unlimited scaling of towerdamage/range/specials and so on
may favorit Towerdefence game is Gemcraft in all its versions
i can not imagine, tha lategame is fun to play or just boring grind for points to buy a perk that pushes me just 1% furter
- i think diffrent maps(the whole thing) would make it way more intresting to scal up and try to beat the hardest enemys
Hey Danielvomdorf!
Actually the current Game differs quite a little bit from what we will see in the fullgame.
Due to the availability of way more buildings, more towers and even more relics, banners, hero spells etc. the whole progress will feel different.
Ofcourse our Goal is to keep it hard, because our main direction is to be a roguelite towerdefense mixxed with strategy elements. But on the other hand we can assure that alot of progression right now in the game, just might feel off by a little on cost because they are rather balanced towards the fullgame experience. We implemented some buffs and cost reduction yesterday on our first patch and will try to even implement more of the community feedback to make sure everyone loves the current state of the Prologue.
A different Map is not planned yet, but maybe this is something we can look at for later updates of the game. What we will implement in Q1 2025 is a Endlessmode where the waves scale endlessly and you can try to come as far as you can. (Again here, trying to keep it simple for the regular player, but give something to aim for the 10% of competetive Players.)
If you have any more Feedback we would love to hear about that aswell in our Discord, that way the Community can aswell help defining ideas and shape them.
Also, the scenario feels somewhat long, although a new player plays multiple times. But each time gets longer and longer as one gets through more and more waves. Events and such make it feel less tedious, but there is not much sense of how long is this going to be. For example, one couldn't choose at start a mission or something, where mission could be like 5 to 15 waves. Also, most of the buildings are there from the start, so it doesn't feel that much like first mission introduces basic buildings and so on. On the other hand, there is progression with the buildings, so there is also feeling of learning new things. But at what point the players could naturally save the game and return later instead of continuously handling next turn.
The area, which is being explored, is also into "space" instead of having some cues how far one could explore to (like towards distant mountains). It would be nice to have some other continuations besides the path, too, like rivers. So, one could explore near a river finding bridges and what not, and seeing where the river goes. And there could be different terrain like forests and snow, too. There could be possibility to clear area in a forest, costing gold and giving wood.
And, there could be outposts and villages, that had some perks or features.
Along the same line, being able to see which towers will be free to upgrade on the next turn would be nice in case you're looking for cheap upgrades when you have an excess of gold. Maybe a highlight/halo/glow indicating if an upgrade costs 5 gold or less would do the trick.
Very cool game as it stands, though. Can't wait to see how the full version pans out!
Great thoughts and feedback, thank you so much. Let's take it and see how we get on.
Yes, that's exactly what we're currently doing. It's sometimes a bit difficult to click through, especially when you want to distribute some money. QOL is very important to us.
QOL
1. Would be cool to tab through the building menu (tab forwards, tab+shift backwards).
2. Maybe put the tower symbols/types also next to the level up menu like the building menu. And if possible also tab able.
I could also imagine this to be a great Co-op game, where banners cancel other options out, so you and our mate have to find synergies. But this is just a really raw idea and i have no expectations.
Keep up, looking forward for the release.
Any plans to drop any minor content leading up to full release?
And yes, we will continue to work on Origins in parallel and also rotate some new content in here on a test basis when the opportunity arises.
Green brackets = 100 HP
Blue brackets = 1000 HP
Pink brackets = 10.000 HP