[Defense / Survival] Mighty Survival

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Level 13
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Jan 4, 2014
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Looks interesting! It has a mechanic ive never seen before in hero defenses. Ill def give once i can gather enough people to play it with me.

As for your screenshot issue, if you issue is that screen shots are ignoring warcraft III and only taking pictures of your desktop, there is a work-around. First set your warcraft III to windowed mode, here's a link how to do it if you don't know how http://www.3ice.hu/blog/warcraft3windowed/ . Windowed versions of games take screen shots, you will just have to crop out your desktop :p .

Anyways, i'm looking forward to testing your game out!
 
Level 15
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Thanks for feedback, the spawns are random. Multi-player will be a lot more difficult from a mathematical point of view. The formula as follows, chance to spawn times number of players times amount of spawn proc, EXP divided by number of players in 600 range, bounty given by last damage.

From Me: Thanks for helping with the screen shot and I will upload them once I have free time!
I had updated the "Screens" section.
 
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Level 3
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I think I know what's your favorite number is. ;)
Current stage of this map named "Welcome to the ghoul grinder"
 
Level 3
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Nope). The game itself just shouts it up to my ear again and again and again... and once more for good measure :)
I found quite one part quite entertaining: In early game you and your hero turtle in every possible meaning, but at lvl 40 run like a freagin' race car.
 
Level 3
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Now it's much more dynamic, and minimap looks way better. Definitely a good thing.
Give players something to do, other then running around killing ghouls. Game mechanics is good and all, but that alone will not keep people engaged. Think about this way: when you see a photo-realistically drawn coca-cola can you may be amazed for some time, but what then? Nothing. This art will only scratch the surface.
 
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Level 6
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As katho said, it feels like there actually happens nothing in this game.
There is one base, one enemy type (atleast as far as i played).
Also the terraining is completly plain. You have created one little platform with the Tree of Life,
and that's basically it. I don't want to be mean, but what I'm saying is,
you'll need a lot more work for this map to actually make it interesting for players.
You'll need an interesting Terrain. A setup needs to be created where you actually want to defend the place you are in.
Also You'll need more Unit & Item variation. A good defending map could use an epic cinematic in the Beginning,
to show who is the enemy, what am I fighting. And not just static ghouls that I don't even know about, where they are coming from and what they are doing.
You got the concept, and also already created some cool triggers for the map,
but if you want to pull this off as an approveable map, you'll need a lot more work! Anyways I wish you good luck.
 
Level 3
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WOW! I can't believe it! You added a whole set of NUMBERS!!!


Seriously, things start to shape up. Now it's a strategic elements, rather then just a defence map. Ghouls slill take the fastest possible rout, and there are only a couple towers stand there from the start. Other towers are just a standing pile of gold that serves no purpose other then destroy or unsummon for half a price.

The pace is increased. Heroes take less time to regen, while ghouls scale with gold. btw, where will the funding come for the undeads?
 
Level 8
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I think you should add more stuff to the game, since now its just killing ghouls and stuff like other people mentioned. First of all, make a better terrain, add stuff like trees and etc. And then add some more enemy stuff other than ghouls. Like after some time abominations wil be unlocked for the undead and game will get harder for the humans. Thirdly make the game more dynamic for undead. Add some more stuff for them to do, like give them different abilities that they can buy and cast or towers that they can place to give different effects to their units. And lastly, you should add secondary objectives. Like if after some time ghouls stop spawning and towers become invulnerable, after that humans will have 5 minute time to kill some minibosses around the map, after that time everything resumes. Same thing goes for undead. Do some of these then your game will be better. I didn't play this game yet so some of these stuff could be already done.

(And give more information on updates:))
 
Level 15
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WOW! I can't believe it! You added a whole set of NUMBERS!!!


Seriously, things start to shape up. Now it's a strategic elements, rather then just a defence map. Ghouls slill take the fastest possible rout, and there are only a couple towers stand there from the start. Other towers are just a standing pile of gold that serves no purpose other then destroy or unsummon for half a price.

The pace is increased. Heroes take less time to regen, while ghouls scale with gold. btw, where will the funding come
Yes I started using some 2 or 5 xD huhu. Yes the potion are a lot faster I also updated the text, undead get gold every 10 seconds, applies to player the same way now.

I think you should add more stuff to the game, since now its just killing ghouls and stuff like other people mentioned. First of all, make a better terrain, add stuff like trees and etc. And then add some more enemy stuff other than ghouls. Like after some time abominations wil be unlocked for the undead and game will get harder for the humans. Thirdly make the game more dynamic for undead. Add some more stuff for them to do, like give them different abilities that they can buy and cast or towers that they can place to give different effects to their units. And lastly, you should add secondary objectives. Like if after some time ghouls stop spawning and towers become invulnerable, after that humans will have 5 minute time to kill some minibosses around the map, after that time everything resumes. Same thing goes for undead. Do some of these then your game will be better. I didn't play this game yet so some of these stuff could be already done.

(And give more information on updates:))
Thanks for the constructive feedback, the mini boss suggestion will definitely be added in another form in the future, I am currently spending a lot of effort on balance and game play too. Item slows will be something to be working on as well, great feedback!


Oh my, awesome comments :D

EDIT: Hi, v0.54 features new hero Axe Master lol.
EDIT: Slaps with big update for v0.59 :p
EDIT: Balance changes for v0.60 woot woot
EDIT: v0.64, now heres a big one for ya! :D
 
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Level 3
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Jan 28, 2015
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Innnnnterrestin! :)
You've done a great job with decorations. Both minimap and actual field looks good. Now both forces have a defined direction and the game has it's flow. Now it's a time to see how it will play out.

btw, players can't revive their heroes because they don't own any other unit to claim the tavern.
 
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Level 15
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Innnnnterrestin! :)
You've done a great job with decorations. Both minimap and actual field looks good. Now both forces have a defined direction and the game has it's flow. Now it's a time to see how it will play out.

Thanks for the compliment, I added the trees and neutrals for a more natural cover, the main game play will now be 5 versus 5, gold split and income split for both races with many variation of difference with the new version 0.69. There will be a surprise but no promise when the complete version is finished. Ideas are being form but right now I have to work and finalise the game play, which is how the players interact with the meta.

EDIT: v0.81 updated, with many balance changes. Note: I will be fixing more balance changes for hero stats very soon. The problem with regeneration stated in tooltip as 2% is actually 20% (This will be fixed in 0.82).

EDIT: v0.90 updated, added a cool preview image that can be seen in game. Bug fix of hero stat, Added nerubian tower(frost tower for undead). Some other changes to hero spells and neutrals. All tooltips are updated enjoy!

EDIT: v0.91 updated, fixed some bounty bugs and nerfed towers.
 
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