Devlog #3 - Tower Design
Howdy y'all.
As indicated by our last two devlogs, we think about what towers we have a lot. It's one of the most important parts of our game, that and moving towers. So we have some standards that towers need to meet in order to remain on the roster.
- The tower must have some sort of positioning in which it becomes more effective
- The tower must be able to work with other towers
- The tower shouldn't be objectively better than another tower of the same tier, or worse than a lower tier
- The tower shouldn't feel overcomplicated
- The tower should be able to maintain a unique identity on the roster
This being said, two of our towers in v0.1 didn't make the cut, and will be removed in v0.2. Particle is being removed for its feeling like it's both overcomplicated and struggling to maintain an identity. Starburst is also being removed as it also struggled to have an identity despite it's effectiveness.
We are always re-evaluating our towers, though there are some towers who get by as an exception to a rule or two if they have something special. Our new Mage tower for example has a gimmick related to not needing specific positioning, but makes up for it with style. Artillery is another exception, in that it doesn't have much of a unique identity on the roster, and is just an exaggeration of it's previous tier. Still, we're working to fix up some more towers after v0.2 releases, so please leave feedback on how the towers feel to assist in this process!
Have fun,
~yurglepop
Get Kinetic Interceptive Defense
Kinetic Interceptive Defense
Status | In development |
Authors | Hell Yea Games, Bozo, Yurglepop |
Genre | Strategy |
Tags | Indie, No AI, Singleplayer, Top-Down, Tower Defense |
Languages | English |
More posts
- Version 0.2.1 Changelog11 days ago
- Version 0.2.0.1 Changelog18 days ago
- Version 0.2 Changelog24 days ago
- Devlog #2 - Apprentice and Thorn34 days ago
- Devlog #1 - Impact Towers in v0.241 days ago
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