@Brand thanks for this extensive write up and feedback!
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The first part of your writing is true, the waves above 200 are definitly repetive and no longer very challenging. This is something to be changed in the next version. You can have a read in this recent blog post: https://mazebert.com/2014/03/23/back-again/
Another way to give players more control is in the way items work.
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I see your point with the item/potions imbalance, but I think items are already much more unique in their abilities than potions. Take uniques like excalibur, helm of hades or messerschmidt's... Also, adding colored item slots of different power would be quite hard to implement and to balance. For instance helm of hades, how would this effect grow with the item slot being put into? On the other hand I really like the idea of items specific to certain towers, something like Baby Rabbit's Carrot for instance :-)
Make the map/terrain interactive
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I still have some ideas about alternative game modes.. In the first place I named this game mazebert, cause I wanted to make a mazing game, so that would be somthing fun for the future.
Make the damage model more complex
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Yeah! Basically rock, paper scissors is how the current damage model is implemented. Although it is called Vex/Fal/Ohm. I once wrote a blog post about how they relate to each other: https://mazebert.com/2013/10/16/armor-chart/ It's true, this is not very obvious to the player :-/
I want to use the in-game gold to upgrade my towers!!
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I know, this would be fantastic! However.. The approach I wanted to do with mazebert is that you can replace your tower not just by upgrading within a tower family tree, but to upgrade it to any other tower card you hold in hand, preserving tower level and all potions. The problem is the high diversity of different towers. Right now when I create a new tower I just need to create one artwork for it and I need to balance only this family member. Otherwise it would take a lot more effort to add new towers to the game. So it's really mostly a problem of time and priorities set more towards tower variety than single towers.
@items
The unique items in Mazebert are without a doubt unique (really gives this game strength), but there is only a handful of them.
The idea of tower specific drops is interesting, but how do you control these drops when you have so many towers. With the addition of so many tower-specific drops, how do you control that the items remain relevant to the player? It would lower even more the chance that the player gets what he wants.
@Balancing
I hear you. And perhaps I found the solution for this and the above mentioned problem.
Why not drop 3 different 'basic' cards: metro/nature/darkness, that one can 'evolve' into one of the existing cards.
Ofcourse, requiring the gold that they already cost. Then it's only a small step to include your idea about item specific drops, like the baby rabbit carrot. It would be an upgradable feature, requiring not only gold, but also experience? This way you avoid the issue of irrelevant drops AND the lack of control players have right now.
So: Basic tower (nature/darkness/metropolis) --> evolved tower (one of the existing towers now) --> Optional upgrades for each tower.
you can still control the amound of 'evolved' towers, by requiring an amount of basic tower cards to evolve and to ugprade. And by gold ofcourse.
You could even implement some safeties if you want, like If one wants to build a different tower on top of a tower from a different group; make them 'pay' the equivalent amount of basic tower cards? iono
@Artwork
Let the community be your bitch: let them do part of the creative work.
It would probably help to maket he existing artwork available.
Then a few small things:
@Vex/Fal/Ohm
I read these post before, and the damage output/armor differences are not the problem.
But right now it doesn't really matter what which one you pick.
The only way to win right now is to put all your potions into one main tower.
--> The main tower idea should become less atractive. Nerfing potions (one way or another) comes to mind.
Make potions have a diminishing effect when used on the same tower, or
Maximize the amount of potions a tower can take.
Make items/potions have an effect on neighbouring towers, so that it pays off to have more of them.
--> Lack of awareness of this feature can be lowered by using visual aids to express the rock/paper/scissor mechanic.
Perhaps add different shades to the damage otuput above the target, or give the target a different a different shade to show how much it hurts more, or a shield of some kind when it hurts less.
@battery
The game just drains the batttery on my phone (4000mAh).
After three hours or so my phone is completely drained, while other games last _at least_ three times as long.
Perhaps the math is more complex than necessary? Less use of floats/doubles? Some optimization should be done.
I totally agree with tower upgrades!
They should cost gold and a tower card of the improved tower. So maybe at level 20 u can place the same tower on the spot to upgrade and improve the abilities of the existing tower.therefore it's enough to have two choices but these should be very different from each other.
For example take scientist. Early game he is usefull to raise some spots but he becomes more and more useless midgame.
With level 20 u can build a second (or maybe more) scientist on the same spot to create:
1. A mad scientist who steal 10% of the exp of towers in 3 range (to improve his ability and become usefull at midgame)
2. A sage who gets more exp on attack but spreads 20% to towers in range like the key (to get a support).
Those upgrades should be unique but it should be possible to have all types of one tower.
To save time :-)
What u got here are two new towers out of one existing but it's easier to create them. Just give them a bright skin for light version and a dark one for darkness version. U already have many of the abilities. So u just have to copy past the code and balance them to a new tower.
At my example u already have what u need.
Scientist
Dark forge for the mad one
Key for the sage
That's right, creating the abilities is not a problem. Due to OOD I wouldn't even need to copy paste a lot ;-)
The problem really is the tower artwork.. Let's assume 50 towers in the game, even if every tower could be upgraded only 2 times this would require 150 artworks. I think having instead 150 towers in the game would be nicer. Still this is worth considering, but I guess for a later stage of development.
Maybe some background for that: One of my mid term goals is to improve the current tower rendering (Attack, idle, buff animations!).
@Artwork
Don't try to control everything yourself. Let some of it go.
Let other people make your life easier.
You don't have to make promises, just let the community use their creativity to your advantage.
Give them a set of rules, like the size in pixels, use of colors, etc, and see if something comes up that works for everyone.
Taking this a step further, consider to make this project open source.
It wouldn't mean you would lose your grip; just give directions to a team you lead and let them contribute to your creation.
This will definitely give your project a boost, giving you the opportunity to implement more of what you want in a shorther amount of time.
Another thought
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I would like to suggest to give items an additional attribute; the longer you wear them, the more powerful they become.
A bit like an items that levels the more rounds it's worn.
This would tremendously increase the value of lesser items.
I'm not sure if this should apply to yellow and unique items (as they are powerful enough), just to white and blue ones.
A way to implement it is by making it an ability that an item can or cannot have (like a 25% random chance).
But I would prefer an approach that would make use of your transmutations system in 0.9
Instead of 4 cards transmuting into a 'higher' color; make 2 similar cards transmute into a 'level card' variant.
It would give blue cards, but especially white cards a more useful role in this game as they stay longer relevant.