This is actually a fun little game, at least for the first few levels. Placing down towers and watching the critters die is pretty fun, and there's a bit of strategy on where to place towers to optimally kill critters. Experimenting with all the different towers in different spots was pretty neat.
However it soon becomes apparent that the game isn't really balanced. You pretty much just need to save up enough money to buy the more expensive towers and then start placing those as soon as you can. I thought the super missiles were my best bet though, until I had a map full of fully upgraded super missiles that the last wave just walked through and killed me. It seems that for pure damage, the spur is actually the best (I think you're unable to actually win some levels unless you have a map full of fully upgraded spur towers for the last wave). So once you learn this the game sort of just follows this pattern:
1) Build some cheap towers (bubbler, fireball, etc) to survive the first few waves
2) Save up enough money to build 1 spur tower
3) Start building only spur towers
4) Win
This was pretty much my whole strategy for the entire game once I figured it out. There are some levels where you hide the spur behind breakable blocks (which is a neat idea by the way), but it didn't change much besides making me build a few specific towers in places to unlock the spur for that level.
So that being said, the game could use some balancing so that you have some incentive to place some of the other towers. Maybe make the other weapons less terrible in terms of DPS? Or maybe make it so the final wave doesn't require all fully upgraded spurs?
Another thing is that I think it's a little ridiculous that we even have enough money to put fully upgraded spurs on every tower. If money was a bit more scarce, then maybe the player wouldn't want to tear down towers they've already built to put down more spur towers.
The individual levels themselves are also kind of on the long side. I'm not sure every level needs 30 waves? It became more of a grind at the end rather than a challenge. It'd also be neat if the waves were different for each level.
The music is okay but I really wish you used more than 1 track for the levels. The same track playing on all the levels kind of gets annoying after 2 levels or so.
I'm also really not a fan of the map hazards. I'd like to focus more on just building towers than avoiding spikes while building towers. I think it makes the game difficult in an unfun way. Especially the ceiling spikes, which you can kind of get "stuck" on as you have little to no invulnerability frames.
And now let's talk about the ending:
Or how there wasn't one? Not even a "good job you did it" screen or something. Kind of anticlimactic after beating the last stage for absolutely nothing to happen.
So in conclusion, it's a neat and fun concept but the levels are too long and the game needs some balancing so it doesn't just become "build spur towers: the game".
This is actually a fun little game, at least for the first few levels. Placing down towers and watching the critters die is pretty fun, and there's a bit of strategy on where to place towers to optimally kill critters. Experimenting with all the different towers in different spots was pretty neat.
However it soon becomes apparent that the game isn't really balanced. You pretty much just need to save up enough money to buy the more expensive towers and then start placing those as soon as you can. I thought the super missiles were my best bet though, until I had a map full of fully upgraded super missiles that the last wave just walked through and killed me. It seems that for pure damage, the spur is actually the best (I think you're unable to actually win some levels unless you have a map full of fully upgraded spur towers for the last wave). So once you learn this the game sort of just follows this pattern:
1) Build some cheap towers (bubbler, fireball, etc) to survive the first few waves
2) Save up enough money to build 1 spur tower
3) Start building only spur towers
4) Win
This was pretty much my whole strategy for the entire game once I figured it out. There are some levels where you hide the spur behind breakable blocks (which is a neat idea by the way), but it didn't change much besides making me build a few specific towers in places to unlock the spur for that level.
So that being said, the game could use some balancing so that you have some incentive to place some of the other towers. Maybe make the other weapons less terrible in terms of DPS? Or maybe make it so the final wave doesn't require all fully upgraded spurs?
Another thing is that I think it's a little ridiculous that we even have enough money to put fully upgraded spurs on every tower. If money was a bit more scarce, then maybe the player wouldn't want to tear down towers they've already built to put down more spur towers.
The individual levels themselves are also kind of on the long side. I'm not sure every level needs 30 waves? It became more of a grind at the end rather than a challenge. It'd also be neat if the waves were different for each level.
The music is okay but I really wish you used more than 1 track for the levels. The same track playing on all the levels kind of gets annoying after 2 levels or so.
I'm also really not a fan of the map hazards. I'd like to focus more on just building towers than avoiding spikes while building towers. I think it makes the game difficult in an unfun way. Especially the ceiling spikes, which you can kind of get "stuck" on as you have little to no invulnerability frames.
And now let's talk about the ending:
Or how there wasn't one? Not even a "good job you did it" screen or something. Kind of anticlimactic after beating the last stage for absolutely nothing to happen.
So in conclusion, it's a neat and fun concept but the levels are too long and the game needs some balancing so it doesn't just become "build spur towers: the game".
Alright, releasing a new update for Autopilot. Mainly just one or two fixes along with some additional polishing. For future reference, the download link in the original post will always be for the most recent version of the mod.
-Hmm, I expected a little more from this going in... until I was met with the default icons, a clunky opening cut-scene complete with out of place sound effects and a title screen which looks... eww.
-In the intro the QuoteOS booting thing feels really clunky. First of all, I wouldn't mind this bit at all if: The text was <TURd (heh), the healing sound effect didn't play at %100, and there was a <WAI after the %100 text was done.
-You've also gone and left the bloody Volume and Version buttons in the window frame, take these off god damn it! The Volume button just yells at you in Japanese-character-to-ASCII gibberish, and the Version button tells you the game was made by Studio Pixel.
-The title screen, or--more specifically--the title looks... ugh. And it's bad enough ignoring the fact that there are random specs of black all over it. Really? Come on now.
-OK, so as the title promises it's basically the opposite of Don't Let Go.
-This part is full of bad tiling. Especially the roof above me.
-Bad tiling CITY up in this cave! OK, the tiling throughout the cave is JARRING as fuck.
-Neat boss fight.
-"Next time you should take control!" Oh, so it's over already? OK, I s'pose the mod can be replayed with you controlling the player.
-My god, do you really expect the player to finish this mod manually? It's fucking ridiculous.
-Spikes do 15 damage. Fuck you, I'm not playing this anymore.
Yeah, SeasonsOfDestiny can be a hypocrite at times. By the way, it's not that ridiculous to redo the mod, even I managed it. I'm not going to spoil it here, but I'll give you a hint on how to pass the first part a bit faster.
You can jump off to the left side at the start, and then go right into the long vertically upwards wind current.
I just love how you guys just bit the hand that fed you advice for making your mods better. Seasons tries to help you, and you just spit on him and kick him on his sides.
I just love how you guys just bit the hand that fed you advice for making your mods better. Seasons tries to help you, and you just spit on him and kick him on his sides.
When did I say it was a bad mod? I only just said he was a hypocrite for using such harsh language at mistakes in others' mods, and refuses to admit mistakes in his own mod.
When did I say it was a bad mod? I only just said he was a hypocrite for using such harsh language at mistakes in others' mods, and refuses to admit mistakes in his own mod.
Can we not turn this into a contest of who's the least hypocritical and try to be good-naturedly productive instead because I don't care who thinks they're allowed to get uppity about what
Can we not turn this into a contest of who's the least hypocritical and try to be good-naturedly productive instead because I don't care who thinks they're allowed to get uppity about what
-You've also gone and left the bloody Volume and Version buttons in the window frame, take these off god damn it! The Volume button just yells at you in Japanese-character-to-ASCII gibberish, and the Version button tells you the game was made by Studio Pixel.
My dude, you are trying way too hard to be "funny" in your "notes." All that you're accomplishing is sounding like a dick. If you could elaborate upon my tiling being "bad" and "JARRING as fuck," I would appreciate it consider that I didn't make a boxes of tiles void of flavor, like pebbles or dripping water. The only parts that are truly flat are structures that are supposed to be flat, like paths or roads.
It also isn't my fault that you can't follow the simplest of instructions or use common sense: if you die, it's your fault and your fault alone. If it looks like moving will kill you, it will probably kill you.
By the way, what do you guys think of the new bonus level I added? (I haven't added much of an ending yet but I'll do that later) https://www.dropbox.com/s/wwp57g48s11w1f5/Critter_TD_v0.2.6.zip?dl=0
Also removed most spikes
To skip the rest of the levels, select 'Modtester Version' and the game will treat it as if you've completed the rest of the levels already.
Also, if anyone wants to use this entity I just coded,
The player-controlled Rainbow Critter
You can have the code in hex pair form, since I'm so generous.
^ By the way, if you use this, please give credit, because I did spend quite a lot of time perfecting this. Replaces entity 150 'Quote,' uses the sprites in the same position as Last Cave/First Cave critters.