Update V0.0.3 and Feedback Request
Hello there! Another Saturday, another release. I might do some minor re-balancing by Monday since I haven't had time to fully test the new map and everything.
I do want all the feedback on the new map I can get. I'm trying to avoid having the singular "Kill-zone" that so often forms in tower defense games to see how it feels, while also offering the type matchup to make multiple defenses feel more satisfying as well. However, this is kind of just an experiment. Is that kind of thing more fun if it's an intended feature from the start rather than added in later in the campaign?
So, what do you all think? Is the new map fun? Is it terrible? I'm trying to decide what style to keep throughout the game.
Also, for that matter, if you have suggestions for the Itch.io page, I'm all ears because I'm just winging it.
Onward to the changelog:
V0.0.3: Upgrades, people, upgrades!
New features:
Upgrades: Each tower can now be upgraded up to 5 times. Almost every tower can get a range and damage upgrade, and each tower has a unique third upgrade.
Level Select: There's now a screen before starting the game to choose what level you want to play, and it also provides a description of the level and/or some story explanation.
You also need to play the missions in order now, although for this early demo there's a button to disable that feature
Ocean Map: A brand new map on the ocean floor befitting Gura. Not that it stops anyone else from showing up and ruining the fun! This map has 10 waves as well, and hopefully shows off the end goals of this game better than the Island.
Wave Comments: Now I can somewhat tutorialize the first map rather than hoping people read through the Holodex, and offer suggestions on what to expect in the next wave.
(Notice: The wave comments and level descriptions are by no means finished, this is "Lemme just throw words on the screen")
Changes:
Optimized a LOT of code. You can now safely have as many towers as you want, and the game can handle around 100 enemies at once. As opposed to what it used to be, at around 15 towers and 30 enemies I believe.
Still not quite satisfied, I think I need to accept straight line paths rather than neat, curvy splines, but it'll do.
There was also a good amount of under-the-hood tweaking to make it easier to lay out maps, and speed up map-making in the future.
Balancing:
Tweaked Gura for higher damage to better match Kiara's DPS.
The main thing I intend to work on over the next week is a map system, so you can better track what's going on since tiny Takos on a big map makes it really easy to miss what exactly is going on.
If I have the free time beyond that, I also plan to work an Endless mode with a score counter based on time and wave-count. But I don't know how hard a minimap will be, so we'll see what gets done first.
Files
Get [Hololive] Holodefense
[Hololive] Holodefense
A Hololive Tower Defense game.
Status | Released |
Author | jimlad42 |
Genre | Strategy |
Tags | 3D, Fangame, hololive, Low-poly, Singleplayer, takodachi, Top-Down, Tower Defense, Unreal Engine |
Languages | English |
More posts
- Full Release 1.0Nov 05, 2022
- Update 0.1.6: BoomAug 13, 2022
- Update V0.1.5 Look at That!Aug 01, 2022
- Update to V0.1.4: Slow DripJul 23, 2022
- Update v0.1.3: The one with the VolcanoJul 16, 2022
- Update to v0.1.2: What?! Takodachi is evolving!Jul 09, 2022
- Update V0.1.1: Wait, what day is it?Jul 02, 2022
- Update v0.1, the Fun to Play UpdateJun 25, 2022
- Update V0.0.5 "Did you hear something?"Jun 20, 2022
- Late update v0.0.4Jun 13, 2022
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