Line Tower Wars - Marble Battle
Вставка
- Опубліковано 11 лют 2022
- In line tower wars, each player sends attackers to the next player on their right, while defending against attackers sent by the player to their left.
When attackers reach the base, they remove lives, and if no more lives are left, the player is defeated.
Towers and attackers are built by marble selection.
Gold is harvested by a marble.
A final marble determines when the attackers are sent to the next player.
Colours:
Red
Green
Blue
Yellow
Which colour will win?
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#marble_race
Patreon: / lostmarbleruns
Additional art assets created by and/or adapted from works created by Kenney (www.kenney.nl) - Ігри
Please don't post spoilers!
Ayo 5k sub
@@daumayt Yea so close!
Only 1-10 sub to 5k or ur yt was not upload
We need a another one! Soo good
Spoilers
i like this, but i think once a color is killed the attacking marbles in that zone already shouldnt be allowed to continue on to the next person, allows for an overload of attacking marbles which is just unfair and makes the ending a 1 dimensional victory
I'm pretty sure it was already like this in wc3
Yep, that's why I initially left it like that. I think in wc3 it isn't as brutal because players tended to be overbuilt anyway, and splash damage was available.
It will hopefully resolve itself when I add a splash damage tower and rescue strikes, but if it's still too overwhelming I may just end up deleting the attackers in the dead player's area.
@@lostmarbles2d keep up the good work 👍
Super cool idea! Would love to see this done again!
Thanks! Many more to come :)
Same here, it's very interesting
Domination ensued.
Winner dominated with massive attacks and just the right amount of defense.
On the other hand the first one attacked was busy farming gold and not building enough defenses.
Oh actually, a solution to the "death wave" at the end could be to have players continuing to dump marbles into the field to their right even if that player is gone? It'd mean a steady flow is maintained rather than a big rush.
I considered that, unfortunately there are a few issues:
1. The spawn now changes to a continuous spawn instead of a wave-based spawn. This gives the defender an advantage since cannons won't have any downtime - when all marbles spawn at the same time, it means that defenders will often go a few seconds without having to shoot, so overall DPS is reduced.
2. Proliferation attackers would be way overpowered, since they'd have an additional maze worth of time to run through and continue duplicating. It is quite difficult to balance regardless so I've been thinking of axing it.
Another thing I could do to solve the death wave issue is to make it even more like the Warcraft 3 version - adding a gold bounty to attackers. So this would mean that the recipient of the death wave enters a risk/reward scenario where if they manage to beat the wave, they will be ahead in terms of gold value.
@@lostmarbles2d would love to see the last idea, sounds like a nice experiment, keep up the good work!
Perhaps when a colour dies, the attacking colours balls that remain, shouldn’t transfer to the next colour. New attacks should, but I feel that the next colour got overwhelmed by the combination, and would have survived longer if it was just dealing with the normal amount.
I like this idea, but the text on the purchase squares is just too small.
Also the X/10sec square is slightly misleading, it makes you think the production of gold caps at 10 per second, not X gold every 10 seconds.
Finally I think the color doing the 1st kill has a little too much pressure considering he'll attack the next player with the leftovers of the killed player, and the marbles left in the field stack with the new ones generated too fast. Let's say 40 marbles are left on the field of the killed player, 30 are leftovers from the killed player and the attacker generates 50 more marbles by the time all his marbles left in the field of the killed player go to the next one. That's 120 marbles that accumulate way too fast to give the next player a chance to defend
Thanks for the feedback as always!
Maybe destroy the marbles from the player that lost?
Yeah it's pretty notable that the cycle basically went "low econ player, defensive, defensive, aggressive" and aggressive got a clean sweep by taking out low econ.
At least I THINK it was low econ; whatever the reason, that player had the least defenses out of the other three.
@@maf6768 Hmmm, I didn't consider that. That would probably be a good way to balance the death wave, so that the next player in line won't need to deal with 2 players' worth of spawns.
@@maf6768 I would say give the killer 0.5 gold for each leftover marble
That last moment was so truly brutal, winner wasn't my favorite color but I still felt satisfaction
Yeah I'm addicted to your channel
Yellow really mopped the floor on that one
this is new and new is good. Great video!!
Very cool to see one of these more complicated upgrade/battle systems on your channel; excited to see what else you'll do with it!
(...maybe still hoping for more boss battles or other asymmetrics :v)
And boy watching the first color to die obstinately fail to buy extra defenses during the last moment was frustrating!
Thanks!
Not sure about more asymmetrics, but definitely going to make more boss battles..
Awesome! Those are asymmetric too anyway. Looking forward to it.
SPOILER
I think the machinegun tower yellow has should be nerfed, possibly lowering the range and/or bullet speed. I saw at the end that it sniped a tiny marble out of the air so... yea I think it should be nerfed.
I really like this one! Looking forward to the next iterations.
Thanks! Lots more planned :)
Congrats on 5k 🥳❤️
Great video with great idea. But here's some advice. May there be any invincible time or crisis mode after losing health? Red lost much health once just because yellow is focusing on Attacking. Building shop is also not so balanced. Red got too many miners and yellow has too many generators. Maybe a public shop next time? I think that will be cool.
Thanks!
One idea I had is to have the lives clear the attacking marbles on the screen or something like that. But now that you mention it, I think there's a lot that can be done in a "crisis mode", like maybe pushing back all the attackers or giving defenders an attack speed boost.
Public shop is a good idea. That would also provide more space for the description texts.
@@lostmarbles2d Maybe give the buying marble more weight as well, there were times i was certain it was gaining height rather than losing height.
the killed marbles will become the killer’s ally, and One marble will send these attackers to the enemy on the right!
cool strategy to win huh? this is marble video i sooo like it!! nice!! :)
Thanks!
You should introduce crisis mode so that the shit doesnt go down that fast
I'm adding something like that to an upcoming video: whenever a life is lost, its towers get bonus attack speed for a few seconds and all attackers are pushed back a bit.
Niiiice was so cool to watch :D
also very pleased with the victor xP
"One of the people who like this you will be a billionaire one day"
"Good luck,"..😂😂😂..
this was frighteningly complex. i really liked how it ended up, but it had too much going on, i couldnt really understand how the towers worked, nor was i able to understand how the whole buying stuff worked. most of what appeared in this video could have been it's own game, but instead there is too much chaos on the screen.
other than that, i think the whole gimmick of randomly choosing the slot in which to place a tower looked really cool. the music was fine as well, all songs are super vibe inducing. i also liked how marbles on one side could move onto the next marble once the original marble was killed. even if lime got souped by yellow, i think it looked really hype, although i think that giving the defender a greater chance to atleast pretend that it can do something about it would be cool as well, it would be very fun if one defender was able to like, get a powerup when two marbles of different colors are on his side.
Thanks! I think the idea of giving a defender a bonus if there are different colours on his side is great - definitely going to try that. In the upcoming version I've rather simply removed the marbles that are still in the defeated player's area, but now I'm going to try that bonus first.
Regarding the complexity, I did aim for a high level of complexity, but I can see how that would be overwhelming.
I'm not sure what I can reduce because I feel all the parts have a good reason for being there.
@@lostmarbles2d i feel like you could perhaps make things a bit more clear. something like making towers a different color when they're upgraded. say, if you were to buy one of those marbles that spawn mini-marbles, that mini-marble spawner would have an orange color in the tower shop, and a normal marble spawner could have a red color, and a big marble spawner could have a maroon color.
you could also make the icons a bit more clear, but i think color-coding them would be enough. something like gold miners with yellow colors, defending marbles with green colors and attacking marbles with red colors could work.
and for things like the gold spawning mechanic. instead of just typing x/10 gold per second, you could add a sort of "loading bar" that, when at 100%, summons another bit of gold. that could make knowing how much gold you're spawning a bit easier.
i think that making things clear and easy to follow would be a nice change. hopefully i explained myself somewhat decently, i just woke up :P
@@lukaskai1234 Thanks for the great ideas!
For colours I've tried to simply keep the player colours, but the idea to colour code them in the shot is good. In an upcoming version, I've done that, and made the description text much bigger (it will rather show above the trigger)
That was the best one so far 😎
Good to hear :) Thanks!
This one was very cool!
Thank you!
tower defence battle!
I would like to explain the choices for the Buyer marbles below. Please watch the video first before read this as some people may found this as a spoiler for some reason :/ and correct me if I'm wrong.
Attackers type :
- Blaster (10 golds) = Shoot bullets to Attackers
- Sniper (15 golds) = Shots are more accurate
- Minigun (30 golds) = Shots are more frequent
- Shotgun (25 golds) = Shots are spread and deal more damage
Buildings type :
- Attackers (8 golds) = Normal attackers
- Bouncy balls (12 golds) = Able to avoid Blaster's shot easily
- Large marbles (16 golds) = Have 5 hp that indicated on their body
- Proliferation (24 golds) = Grow and proliferate each time into smaller Proliferation marbles
Others :
- Gold producer (starts from 10 golds and +2 afterwards) = Increase the gold productions for gold miners
- Gold miner (starts from 12 golds and +2 afterwards) = Add one gold miner to collect golds
- Shuffle (literally free) = Shuffles the choices randomly
More info on the Sniper: deals more damage (can destroy large marble instantly) and has longer range.
完全に 引 で草
Hey guys is this a game or not
Not exactly, but it could be if there is enough interest :)
Why i lose
yellow wins!
2nd blue
3rd green
4th red
The guy said to please not post spoilers. That's why I don't read the comments until after.