About the game: A tower defense action roguelike where you control a single tower to fight against hordes of aliens coming from all directions. Pick your tower, equip up to 4 skills, and choose from a variety of traits and items to craft powerful builds that lead you to victory.
I’m here to answer any questions you have about the game!
Played a couple runs. Definitely seems up my alley.
Feedback:
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Idk why, but when cursoring UI menus, it just ticks from where I cursored to the top like I’m holding an up arrow. Happens in Menus, Stats, Level ups and Shop. Clicking works fine, just really couldn’t read any stat descriptions.
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When teasing the locked towers/skills, when you obscure the text with the X of locks, it’s hard for me to read and get excited about getting access to that thing. Maybe move the lock indicator somewhere there isn’t text (top right?).
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This is maybe more fundamental, and idk how it fits with your vision, but scroll wheeling between skills feels clunky, could it maybe be key based (either as well or in addition), think that’d feel snappier to me.
Hi, thanks for trying out the game and giving feedback.
- What platform were you playing (Linux, Mac, PC)? Did you have any device live controller, digital pen,…plugged in at the time?
- Let’s see if I can improve that one.
- It’s my bad that you felt confused. But to make it more clear, may I ask: did you get that scrolling wheel is to change which skill you can use any where just by clicking on the screen? Did you know that you can also use skills by pressing QWER/ASDF/ZXCV on your keyboard?
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PC, other than M/KB, I have a Razer Tartarus.
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I was using the scroll wheel, might have missed the cue to use keys, that’d fix it for me.
OK, so suspect the Razer may have caused the issue with UI. Can you help me confirm by taking it out for a while?
@runswithjedi @FVS maybe Taur is also something for you then. Its several towers but in one spot, basically a blob of towers, and enemies attack from different sides
Played a bit and enjoyed it. I really like the concept of the first skill having way less cool down. I found the scaling information a little hard to follow. For example, skill does 1 + 20% (icon) damage. This could be improved by also putting the formula in plain language, i.e. “20% of elemental damage plus 1”.
The auto skill feature could make this an excellent mobile game. I played with all my skills on auto attack and it worked quite well.
Some of the stats could use some more explanation. Element and support were particularly vague. Also the first skill cool down stat, I had a hard time figuring out how useful more of that stat would be since the tooltip still showed the skill’s original cool down.
Overall a really cool concept and implementation. Looking forward to playing the full release.
Definitely looks cool!