there is no me around, the forum is dead... hmmmmmmm. Perhaps TST might post this game to the site, so some feedback could accumulate? I am running very low on motivation to continue doing something about this (and actually got a position shift that doesn't allow coding in workplace anymore).
okay, the game is now published at http://towerdefence.usoog.com/games-368-_Geologist_TD.php thanks to TST, I have also requested help from two other communities, so maybe some feedback will finally come. So far so good, a worthy "2" mark in the ratings mean I didn't completely fail :)
just managed to attach a level selector and level loader (internal resources only, JSON format), now this game has TWO levels! :D Why two - I don't have enough ideas as to how to place waypoints and what obstacles to use, so all I could build is one level, but with an unique background that plays its role on the battlefield.
Hello! I played your game and I thought it was great. It was tough went I was getting to the perfects and obi's though. I was going great until I accidentally hit the options button instead of the help button >.<. and also, for some reason, my great quartz had the range of the hole map when I put it next to the cave. I don't know if you meant to do this, but i can combine the found gems with the gems already on the screen. I hope I helped with feedback :)
It's hard to click on the mobs and learning the 6 buttons on the side was a bit o a challenge. i didn't know that you had to shift+click to combine either. some of the text when you start the next wave is cut off and once you fast forward you cant slow down. you should be able to hover over the buttons to see the cost or description.
Again, far into the game, i hit options instead of help >.<
Wave 103 flying 372 monsters. failed. Lol
Wave 103 - great result, I wasn't into that far when I tested.
"I don't know if you meant to do this, but i can combine the found gems with the gems already on the screen." - this was meant to be, indeed.
"It's hard to click on the mobs" - for some reason, indeed, they are hard to get hit with mouse, I don't get why so far, a good point.
"learning the 6 buttons on the side was a bit o a challenge." - I wonder, did you read "Help" spells page, there's some explanation what button does what. I have tried to make them understandable from the image, probably failed :) Perhaps there will be tooltips later, displaying price and primary function.
"Accidentally click Options" - yep, there's trouble, the trick with the button is that there's no "Options" to actually put in the window, so I went the simpler route.
"once you fast forward you cant slow down" - yes, unobvious, but shift+click will make it slow down. Perhaps it isn't needed, if you can click again to set it back to 1x.
Thanks for the feedback!
Yes, i did read the help spells page. Well, skimmed through it. You did a great job on the images, it's just me and my weird brain. Getting to wave 103 wasn't easy for me on medium.
I was wondering, Why are the monsters are so big, when they only go through a 1x1 space, shouldn't they be smaller like the bats? and what is gold and gem shards for?
also if you have a gem in the air, like when you want to move it, and go to the next wave, it disappears. some times the bigger gems dont do into the air when you combine them and if you have no space to put them, they are gone
There is a loop before the first wave and you are able to have unlimited gems using shift+click options.
Good Luck With your game, I love it.
i was thinking about your story idea, and i think that the land in which you play in affects the monsters gems the geologist or adds/removes abilities or something.
lava land - more monsters immune to burn/swat more affected by slow , hard to concentrate uses more mana, cant place gems on fresh lava.
icey land - more monsters immune to stun/slow more affected by burn, unmovable boulders 6x6?
less waypoints smaller map,
gem levels baised on kills or being around kills?
i think the gem tower defense two was working on some sort of slates, maybe you could do something like that.
towers that add range at cost of ability(for certain size of gem? ),
gems that can be walked on increase ability decrease range and damage.(again for certain size of gem)
Impressive... I thought I did everything to prevent this from happening. How did you do this, step by step?
Less waypoints smaller map - will likely happen. Current version on the site has one level, the version in progress has two and a capacity to accommodate more. Two caves - not in this design, sorry. Slates or traps - slates maybe, I'm not sure about traps but it is also doable. Towers that add range at cost of ability - I don't get it, how can a tower determine which ability to take away?
Why monsters are so big - well, maybe 40x40 is big, but I shouldn't make them too small, otherwise I risk turning monsters into a mess of pixels. Current version has most monsters be 32x32, although bosses might be bigger up to 40x40. This, however, does not alter their ability to pass between corners.
I have to check about what happens to the raised gem, and how.
edit: nailed the bug with multiple gems, fixed. About what happens with raised gem, please elaborate.
so click on a gem, say topaz. then shift click options until u see another topaz. you can set down the gem or combine it right away then set it down. rinse and repeat *one fix might be to clear the gem that is saved when u shift click the options
i don't remember what gem it was but when i combined the gem and it became raised, i didn't see it in the sky box but was attached to the curser, and i had no where to put it, so then it disappeared when i click on a rock or another gem :l it was above perfect i think
well with the towers, i was thinking since they are farther away, it reduces abilities by a certain percentage so poison, burn, swat, stun, armor reduction. maybe eliminates piercing and keeps topaz ability?. but hey, it's your game you don't need to do that-they are just my random thoughts.
so, whats gold and gem shards for? are they requirements or something? like you need this many shards for research to grow this quality of gem or to upgrade the retrieval gem spell?
shift clicking the shield spell, no matter what, will only give me 10. but it seems that if i have 0 shields and a monster gets to me it takes alot of my mana to give me alot of shields
will boss levels be random or pre set?
"*one fix might be to clear the gem that is saved when u shift click the options" - that's what I did, deselect gems so you can't place a gem after you shift-click options. For some reason I thought I did that check first. :(
Gold and gem shards are for nothing yet, they are for future use in quests I want to put inside a campaign - if only I will have me enough levels, motivation and other content required. (I have laid it out pretty long already, this includes researches, so say upgrade chances won't be available at the very start, but shortly afterwards. Etc.) So you may not bother with it, but you can try and dig for them once. Regardless of shards or gold, this eats all mana, summons a harder wave and causes waves to progress faster in difficulty.
Shift-clicking the shield gives 10 shields for 100 mana, yes. I was thinking at first to convert 10% mana into shields at 1/10 rate to make the shields accumulate faster. When a monster reaches you and you don't have enough shields to repel it at once, the wizard panics and converts all the mana into shields at 1/20 rate instead, if it is still enough, you die.
Bosses so far are randon, while preset bosses can be made too. These should depend on level design I think, say some levels have bosses like corn, some have only bosses, some have bosses set to spawn at certain intervals. So far no levels have such specials, except for testing purposes. (Actually, I'm unable to make enough levels - I have tools but I don't have enough fantasy to create numerous levels so that they won't be looking too alike, be playable and be fun and/or challenge.
It's weird you've lost a gem while combining so that it didn't raise but appeared at cursor instead. So far any action I've tried causes raised gem to appear correctly. Please try to reproduce and provide exact steps for me to fix that bug.
i will try to reproduce it again. thanks for your your thoughts, it seems that the game has ways to go. i shall try to break your game again :)
OK, if you have a gem in the air, and u try to place it somewhere where it would block a path, it will stay on the mouse but it would disappear in the box. only tried with obelisk quartz, will keep testing. - same with obelisk hyacinth, i think it is with all gems that u try to put in a place that will block the path
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