Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

1 decade ago by dungeonmaster

http://multiplexgames.com/play-now/tower/

Early alpha stage.

Comments, suggestions, bug reports are all welcome :)

1 decade ago by Joncom

First level was fun and seemed well balanced. It was not too easy, nor too hard.

PS - If you click "Edit Game Info" you can add a screenshot and link. That way it will show up in the games list and people can vote on it.

1 decade ago by dungeonmaster

I tried to put screenshot 3 times but the forum gave an error message. Maybe screenshot file was too large (1.1MB) By the way, record time for reply :)

1 decade ago by drhayes

Dude. This is awesome. The interaction for placing a tower felt exactly right. Agree with Joncom: first level was balanced just right.

It'd be nice to provide feedback (audible or visual) when I don't have enough money to buy a tower. The life bars should have more contrast against the background.

I have tons of questions about how you implemented the tower defense stuff if you don't mind answering. I've been thinking about doing something similar and this is very inspiring.

How do you make the towers fire on things in range? Is there a second, invisible entity that the creeps collide with to say "I'm in range of this gun"?

Are you relying on bullet/creep collisions to do damage, or are you faking it (e.g. creep takes 3 damage per second when in range of tower) and showing animations to match? (BTW, if it's the first one -- are you going to have a laser tower? How are you going to do that?)

I overthink things.

1 decade ago by dungeonmaster

Thanks for the motivation drhayes :)

Feedback for unavailable options is noted.

Actually I've already implemented 4 types of towers: Cannon, Missile, Shock, Phasor

You can use all of them after level 5. Simply hit space to skip a level while playing to play level 5 or 6 without to much hassle.

I'll answer your questions in the code section of the forum. Thanks for the feedbacks.

1 decade ago by stahlmanDesign

This is excellent. The only thing I saw that got in my way was the dollar sign to sell takes up the space of the unit might want to select to upgrade, so I might accidentally sell a unit instead of selecting the one below it. I have to click off to the side first which is a big slowdown when things are moving fast. But this feels right for a tower defence game.

1 decade ago by dungeonmaster

I also sold a couple of towers like you said. Maybe I can move the sell button to a corner or think of smt. else.

1 decade ago by smj93

Amazing game! Best impactjs game I have played, are you planning on making it iOS / Android compatible?

1 decade ago by dungeonmaster

Yes and yes. I already tried it with cocoonjs and it works quite nice. I'm still trying to figure out how to handle the aspect ratios for different devices.

But main target is iOS. I tried with ejecta on an iPad2 and it works really well without making any changes in the code (all hail Dominic).
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