Hello, the dev here! Thanks for playing the game, I really hope you liked it! It feels surreal to see a big youtuber play your game as a very small indie creator! Btw, i know that there are some issues with the game in the current form like bugs, bad design choices, but I am working on it! I've already fixed many of them, and there are even more fixes to come! Stay tunned you guys!! 😁
I had two of the worst sleeps last night. Horrible nightmares that made me worried to go back to sleep. I just had a nice long nap to this video with weird but generally not unpleasant dreams. You are so nice to fall asleep to for whatever reason. I was exhausted lol.
You’re 100% correct about a speed up function being necessary. I don’t know if the game gives you things to do yet (im like 3 minutes in) during the waves, but they already said you cannot modify your base during a wave. Seems odd not to give an option to dramatically speed up the gameplay when you’re literally just sitting there doing nothing.
I see and try a lot of tower defense games. Its kinda weird but none have really replicated the fun I had with the original PvZ. It was simple yet still tactical, and aesthetically pleasing.
Do I hear Kubbi in the background music? I can't place the specific song, but I swear that I hear one of the 2012 Singles. Edit: ok it might not be Kubbi, it's chiptune but I've got no idea Edit 2: no that is Kubbi, that's Toaster from the 2012 Singles. Edit 3: it also uses The Spectator, same album. Edit 4: Bitpop next, same album again. I'm gonna keep adding all the songs I hear. Edit 5: my second favorite Kubbi song, PewPewPew. I think they're all the 2012 Singles. Fun fact, this song rapidly switches ears, meaning mono audio ruins it. Edit 6: Warm Hugs in Court V2. Edit 7: Ropes. Edit 8: Bright Matter. Edit 9: Juggernaut Edit 10: Warm Hugs in Court V2 again, I quit here. It probably uses Cronos, Motivation and 4 Repeating Chords at some point, but I'm too lazy to check. Mad respect to the devs for using Kubbi's best album (if it can be considered that, since it's just a bunch of collected singles)
@@joshuadrinkwater4391 I didn't recognize them all immediately, only some. Kubbi is also my favorite chiptune artist so I recognized their style pretty easily
Pinky promise that I will fix it 🤒 Never expected the game to be played by a bigger audience so I figured I wouldn't change it as it would affect anything in 0.01% of cases
I do think it is worth noting that it didn’t seem like you needed a coal for every sniper. When Reto had 6 of each, his coal pretty much never dropped below 20 Edit: Just saw him comment on this haha
Having interest is questionable game design, especially when it's as high as 20%, never mind 40%. It's rewarding you for being as weak as possible, which is like the exact opposite of why I play games in the first place (at least one reason). You also largely just have to guess how strong enemies will be and how little spending you can get away with. If you guess wrong, one way or the other, you lose quite a lot. If it's not procedural, I guess you can replay the same level to narrow down where exactly that cutoff is, but that sounds extremely grindy (especially when there are many choices for towers and where to put them and when to expand). I'm fine with having to invest into econ in a strategy game, for example. But simply "you didn't spend money, so here's a bunch more" just doesn't work for me.
It's the snowballing problem that a lot of games have. If you're good at the game then you can get more value out of your money, which means you can invest more in your economy, which means you have even more money which you will get even more value out of. By playing the early game well you essentially get so powerful that you've basically won the end game already. On the other hand, if you're not great at the game then you get less value out of the money, and have less of an understanding of exactly how much you need to spend, so for safety you need to overspend. This then means you can't invest in economy, you have less money than you're expected to, and you end up losing the run long before your base goes down, simply because the amount of money the game expects you to have is going up far faster than the money you do have is. You can see problems like this in a lot of different games, from the original Slay the Spire's deck size bloat, to losing valuable characters in games like Darkest Dungeon, XCOM, or Fire Emblem. Games tend to reward you for being skilled by making you stronger, and punish you for making mistakes by making you weaker. But the skilled players don't need that extra strength, and the weaker players need all the help they can get, not to be thrown into more difficult challenges with lesser resources.
Tower defense gamee generally always have some kind of this mechanic. Be more risky, but be rewarded for it. Buy more banks at the start to get big rewards in the late game? Horde all your upgrade gems to then siphon it into one big massive tower? Only use the bare minimum of your ressources because you can use them to meta progress faster and don't have to grind a level over and over? All these mechanics were generally deeply linked to tower defense games, in my opinion. I concur with you that "get money at the end of the wave, save more get more" is the least interesting way to implement such a curve, though:)
Actually, there is a screen that indicates what enemies come up next! their quantity, type, hp, damage, range, etc. I will take into consideration the feedback and try to do my best to accommodate for any issue.
theres a difference between rewarding for being weak and being rewarded for managing a wave without spending more than necessary so that next wave you can be even stronger. risk/reward doesnt get simpler than this. im gonna sound harsh, but lots of people playing games give their very personal opinion based on their wants and expectations for a game( nothing wrong about that) and then throwing the words "game design" in to make it sound more factual, which it obviously doesnt. big difference between asking for something you want and demanding what you want because you expect it to be that way. (and as the video showed and the dev commented there is specific information on the next wave)
@@jack7cdusm7 I call it questionable game design more than just personal opinion, because it conflicts with other game mechanics. The entire game is built around spending money to get stronger. Interest conflicts with that, because it rewards you for not spending money. This feels different from something like Brotato, because there you're actually spending money on something which increases your resource gain. You can have a tower than gives you money over time, for example. Or there can be an option to buff the enemies in the next wave for an extra reward. Either of those would be much more interesting and would create much less of a conflict than just "don't spend money to get more money".
Hello, the dev here!
Thanks for playing the game, I really hope you liked it!
It feels surreal to see a big youtuber play your game as a very small indie creator!
Btw, i know that there are some issues with the game in the current form like bugs, bad design choices, but I am working on it! I've already fixed many of them, and there are even more fixes to come! Stay tunned you guys!! 😁
I had two of the worst sleeps last night. Horrible nightmares that made me worried to go back to sleep. I just had a nice long nap to this video with weird but generally not unpleasant dreams. You are so nice to fall asleep to for whatever reason. I was exhausted lol.
You’re 100% correct about a speed up function being necessary.
I don’t know if the game gives you things to do yet (im like 3 minutes in) during the waves, but they already said you cannot modify your base during a wave. Seems odd not to give an option to dramatically speed up the gameplay when you’re literally just sitting there doing nothing.
also with that it would be good to show where towers were destroyed in the last wave.
The turn rate of the tower are too slow, it not a big problem for fast rate shooting tower. But for sniper tower you notice it quick.
this reminds me starland multiplayer from nonoba xD
I see and try a lot of tower defense games. Its kinda weird but none have really replicated the fun I had with the original PvZ. It was simple yet still tactical, and aesthetically pleasing.
I think there is a pvz like rogue like which came out this year there is also the binding of Isaac fan game (unruled I think is the name but not sure)
It really seems like there should be something that generates income if they want you to build resources to use the newer towers
Will be looking into that!
Maybe some tower that generates passive income will do the trick?
@@zokerinodev7267 You could do a market type tower that sells off excess resources that are generated throughout the waves.
Can't wait for another Rougelike
Do I hear Kubbi in the background music? I can't place the specific song, but I swear that I hear one of the 2012 Singles.
Edit: ok it might not be Kubbi, it's chiptune but I've got no idea
Edit 2: no that is Kubbi, that's Toaster from the 2012 Singles.
Edit 3: it also uses The Spectator, same album.
Edit 4: Bitpop next, same album again. I'm gonna keep adding all the songs I hear.
Edit 5: my second favorite Kubbi song, PewPewPew. I think they're all the 2012 Singles. Fun fact, this song rapidly switches ears, meaning mono audio ruins it.
Edit 6: Warm Hugs in Court V2.
Edit 7: Ropes.
Edit 8: Bright Matter.
Edit 9: Juggernaut
Edit 10: Warm Hugs in Court V2 again, I quit here. It probably uses Cronos, Motivation and 4 Repeating Chords at some point, but I'm too lazy to check. Mad respect to the devs for using Kubbi's best album (if it can be considered that, since it's just a bunch of collected singles)
I find it incredibly impressive that you can recognise so many songs without lyrics
@@joshuadrinkwater4391 I didn't recognize them all immediately, only some. Kubbi is also my favorite chiptune artist so I recognized their style pretty easily
Yepp. definitely kubbi. My guy has some amazing music. Used it in multiple games already 😁
@@zokerinodev7267 oh hey, the dev, that's cool. again, respect for using his music.
So lets math here. Upgrades only not base damage. Heres what i got.
Turret: 3 shots damage +10 (3/30%) {piercing damage per bullet +5x3}
Sniper: 3 shots damage +10 (3/30%) {piercing damage per bullet +5x3}
Double turret: 12 rounds damage +15 (3/30%) {piercing damage per bullet +7.5x4}
Shotgun: 21 rounds damage +10 (3/30%) {piercing damage per bullet split +5x21).
Coal mine perked +2 coal supports 2 snipers
Also not sure about power or water but I assume the same perked up.
sniper is just programmed awful cause it shoots before it aims every time for the first enemy
Pinky promise that I will fix it 🤒
Never expected the game to be played by a bigger audience so I figured I wouldn't change it as it would affect anything in 0.01% of cases
The dashed border around the play area in this game was weirdly motion sickness inducing
Never thought about it!
Making an option to disable it asap 🫡
I KNOW this music. Is it something from OC remix? I feel like I've heard the songs from there before...
The music is from Kubbi!
2012 singles to be precise!
( ua-cam.com/video/gRrkSmdbJZA/v-deo.html )
You dont need that much coal mine I guess, you producing more than you spent
You just figure it out sorry I was impatient to make this comment 😄
Sick I like it
was this made by the same guy that did snkrx? Very similar UI design & music
Nope, I am a different guy 😁
I just really like that style and went with it!
ah cool! good luck! game lucks super fun@@zokerinodev7267
Those snipers seem to be pretty useless, lol
they basically seem exclusively for when you have a base so big that you want to have some guns by the core and have them still attack, quite niche
I do think it is worth noting that it didn’t seem like you needed a coal for every sniper. When Reto had 6 of each, his coal pretty much never dropped below 20
Edit: Just saw him comment on this haha
Having interest is questionable game design, especially when it's as high as 20%, never mind 40%.
It's rewarding you for being as weak as possible, which is like the exact opposite of why I play games in the first place (at least one reason).
You also largely just have to guess how strong enemies will be and how little spending you can get away with. If you guess wrong, one way or the other, you lose quite a lot. If it's not procedural, I guess you can replay the same level to narrow down where exactly that cutoff is, but that sounds extremely grindy (especially when there are many choices for towers and where to put them and when to expand).
I'm fine with having to invest into econ in a strategy game, for example. But simply "you didn't spend money, so here's a bunch more" just doesn't work for me.
It's the snowballing problem that a lot of games have. If you're good at the game then you can get more value out of your money, which means you can invest more in your economy, which means you have even more money which you will get even more value out of. By playing the early game well you essentially get so powerful that you've basically won the end game already.
On the other hand, if you're not great at the game then you get less value out of the money, and have less of an understanding of exactly how much you need to spend, so for safety you need to overspend. This then means you can't invest in economy, you have less money than you're expected to, and you end up losing the run long before your base goes down, simply because the amount of money the game expects you to have is going up far faster than the money you do have is.
You can see problems like this in a lot of different games, from the original Slay the Spire's deck size bloat, to losing valuable characters in games like Darkest Dungeon, XCOM, or Fire Emblem. Games tend to reward you for being skilled by making you stronger, and punish you for making mistakes by making you weaker. But the skilled players don't need that extra strength, and the weaker players need all the help they can get, not to be thrown into more difficult challenges with lesser resources.
Tower defense gamee generally always have some kind of this mechanic. Be more risky, but be rewarded for it.
Buy more banks at the start to get big rewards in the late game? Horde all your upgrade gems to then siphon it into one big massive tower? Only use the bare minimum of your ressources because you can use them to meta progress faster and don't have to grind a level over and over?
All these mechanics were generally deeply linked to tower defense games, in my opinion.
I concur with you that "get money at the end of the wave, save more get more" is the least interesting way to implement such a curve, though:)
Actually, there is a screen that indicates what enemies come up next! their quantity, type, hp, damage, range, etc.
I will take into consideration the feedback and try to do my best to accommodate for any issue.
theres a difference between rewarding for being weak and being rewarded for managing a wave without spending more than necessary so that next wave you can be even stronger.
risk/reward doesnt get simpler than this.
im gonna sound harsh, but lots of people playing games give their very personal opinion based on their wants and expectations for a game( nothing wrong about that) and then throwing the words "game design" in to make it sound more factual, which it obviously doesnt.
big difference between asking for something you want and demanding what you want because you expect it to be that way.
(and as the video showed and the dev commented there is specific information on the next wave)
@@jack7cdusm7 I call it questionable game design more than just personal opinion, because it conflicts with other game mechanics.
The entire game is built around spending money to get stronger. Interest conflicts with that, because it rewards you for not spending money.
This feels different from something like Brotato, because there you're actually spending money on something which increases your resource gain.
You can have a tower than gives you money over time, for example. Or there can be an option to buff the enemies in the next wave for an extra reward. Either of those would be much more interesting and would create much less of a conflict than just "don't spend money to get more money".
developers REALLY need to stop using these bland default post processing bloom settings...