TD Alphatester’s Feedback
in Tower Defense by santoki

It’s been almost a week, but I’ve been waiting for all the alpha testers to try out the game and give me any form of suggestions and/or comments. So now that the wait is over, I decided to sort out all the similar suggestions and comments and show it all to you.

It’s been almost a week, but I’ve been waiting for all the alpha testers to try out the game and give me any form of suggestions and/or comments. So now that the wait is over, I decided to sort out all the similar suggestions and comments and show it all to you.
- Restart button
- Instead of pressing the play/pause button, it was unanimous that it would be far more convenient to go back in game.
- Breaks between levels
- The continuous flow of enemies definitely made the game harder, a break to signify a level was requested.
- Highscore
- It’s always nice to know what your previous score was.
- Cursor of what tower is currently selected
- Sometimes there might be two identical leveled towers and you may not know which one, a cursor would definitely help the problem.
- Easier Enemies
- The black enemy with a DEF of 5 and almost double HP of a green enemy caused many to loose several life.
- The enemies in general were difficult to destroy.
- Sound for a new level/enemy passing/enemy destroyed
- I will have to experiment on this, but it should help your ego as your towers defeat the enemy one by one
- I will have to experiment on this, but it should help your ego as your towers defeat the enemy one by one
- Tower Upgrades
- Time: To make the game more challenging a tower being upgraded may make you think twice.
- Cost: It was a fact, the towers were expensive.
- Damage: It was overpowered and unrealistic
- Upgrade Speed tower
- It was a fact, it was fast, but not worth it at all versus the shot tower. The damage was too weak.
- Slow Tower
- The high cost of the tower and the extremely slow speed made this tower completely a waste.
- Target-fire Option
- It was suggested that a target fire ability be made (Shoot weakest HP, Shoot highest HP, Shoot closest)
- Exit Animation
- The enemies simply disappear. A suggestion was made that an animation should be implemented.
- Low Income
- The game was through a depression. Although the demand was high, the income was scarce.
- Mazes Maps
- Playing on the same board may get boring, it was suggested that the board be a free for all maze made by the user.
Those were all really good suggestions. I would personally love to implement them all, but knowing that some implementations might lag the s9 I will have to be careful and strategic. There are some changes I know must be made immediately, but in the long run, I would like to see most of these changes implemented.
I will be updating these changes this weekend and hopefully have a v.09 ready for my alpha testers for a final check up before a v1.0 release.
Thank you to my alpha testers, if you have contributed in any way or form in suggestions I will be crediting your alias names in future releases.
Santoki

WAiting for final release! Can’t wait to try the game!
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