Recently I started messing around with another flash tower defence game.
The graphics are butt ugly, so excuse them.The towers are single shot, slow shot, explosive shot, and power up tower.Hit shift to go 5x speed (makes testing less tedious)http://64digits.com/users/ludamad/Tower3.swfComments and such are welcome but I pretty much realize the balance is really wonky and needs work. As well as a major graphics overhaul. The pathfinding functionality is there.
Give up. No tower defense games are ever going to be better than the GemCraft series. Just sayin'…
Bloon Tower defense. :P
And this seemed to work fine, but after awhile they started regenerating health to the point it was impossible to try.Yeah I'm pretty aware of how the regener's start to rape. I'll have to take a crack at the balancing sometime. Right now clustering a lot of damage together efficiently is the only way to progress with the high regener's.
Yay negative lives!
Yes, its for testing purposes. This isn't supposed to be anything more than a technical demo.
Not bad, a bit hard I guess. The most important balance issue in TD is usually upgrading vs. building new towers. I like the complex upgrade system here, though how you represent is is a bit confusing (range and cooldown get represent by the gem colour, damage by a number of gems?). I didn't have problems with graphics apart from the map itself (okay, maybe the spinning towers looked a bit weird, too).
Also, I never liked GemCraft, and the later installments of Bloon Tower defense had so many needless features they sucked (planes in a TD game? come the fuck on…)They should all be represented by first gem colour and then number of gems. There just isn't enough range/delay upgrades right now for multiple gems to show up. Thanks for the feedback.
cesque you crazy