Subdue the Forest

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Subdue the Forest

Postby JackonGames » Fri May 11, 2018 10:07 am

Hello all!

I have a lot of time off in between my regular work schedule (like weeks at a time) so I figured I'd finally start working on a new game. I've always been a big fan of 3d games and animation so I am working on a game that incorporates a 2D castle defense gameplay with 3D animation scenes. I really enjoy making it for myself but I figure I'd make it available to those that are interested as I develop it.

Find the Game here! It still has along way to go but it will make it. I've seen too many games peter out
https://www.newgrounds.com/portal/view/711007?updated=1526028526

This game is a basic tower defense. You can destroy, seduce, or enslave your enemies. There are wizards and swarmers now.

You can visit my site here https://www.patreon.com/jackongames/overview (there's lots of stuff available to everyone) and I will be posting new versions frequently here.

Please, please, please offer feedback. Its the only way to improve!
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Re: Subdue the Forest

Postby zergius » Sat May 12, 2018 11:54 am

You should add clearly visible pause/resume button and start round paused
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Re: Subdue the Forest

Postby Spartacus » Fri May 18, 2018 10:34 am

So I had a playthrough of the game.
Finished all three levels even though it took me a while.

couple of remarks.
* Catapults should target based on proximity to the wall. I have had catapults target new arrivals ignoring the ones allready attacking the wall. This is obviously bad
* What do slaves do. If you pause there appears a bit of text beneath the boxes (slaves and score are swapped) but the slaves one just says "slaves (help your". Help my what? Don't leave me hanging here game :)
* should have an option to do full screen. It get's a bit crowded in the tiny window over at newgrounds.
* placing a tentacle trap in the top forward position is useless as nobody passes there.
* placing a tentacle trap front center is a bit overpowered as it will capture everybody that comes by. And most enemies do pass there ... Maybe there should be a limit on the amount of people a tentacle can trap at any given time?
* occasionally the tentacle trap graphics bug out having the enemy sprite hoover next to the trap instead of over it
* mines are sort of useless. By the time you have enough defences that you don't need to spend your meager funds on more catapults, the catapults will keep you stocked in gold. But balancing the economy of a TD is difficult, so don't tackle this before you are feature complete.
* the third mission has win conditions have 10 slaves or survive time. I had more then 10 slaves, yet it didn't finish the mission ...
* catapults keep targeting dying wizards all through their kill anim. these are wasted shots. This is a minor nit pick :)

it ain't all bad though. The basics are there and functional. The 3D models and loops are nice. The 2D sprites are clean and fun to watch. Although you need the fullscreen to properly enjoy.
I'll keep my eye on this one
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Re: Subdue the Forest

Postby JackonGames » Fri May 18, 2018 5:27 pm

@zergius - there are pause and play buttons at the bottom of the unit selection screen and also the power button in the upper right pauses the game but I can see how these may not be clearly clickable items since they look so much like the background art. I'll see if I can make them clearer. Thanks for the feedback

@Spartacus - Wow thank you for so many things to consider and for joining over on Patreon. I had left the catapults to attack the closest things to them so they would defend themselves against attackers. I am going to be adding towers that only attack the furthest left or furthest right enemies to coincide with the release of a new enemy type down the road. I thought I had limited the number of enemies a tentacle could be "persuading" at one time but I guess not. whoops! Same with the bug fix where occasionally enemies would float a few steps away from the tentacles. I must have uploaded the wrong file last time. That's what happens when you are a senile 90 year old man. I'll see what I can do about the catapults attacking enemies that are already on their way down though and same with your other suggestions. Balancing is going to be a long and exciting task. Oh, and slaves don't do anything yet but they will soon.


The first attack gif is up on Patreon and will be added in to the game in a few days when I finish everything else.
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Re: Subdue the Forest

Postby mgunter » Sat May 19, 2018 1:09 pm

I'm playing on newgrounds and as soon as the first boat makes it to the docks, the time stops and nothing happens, I win the first level somehow, but the second doesn't do anything.
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Re: Subdue the Forest

Postby JackonGames » Sun May 20, 2018 12:53 am

@mgunter Hm, thats annoying. I haven't run in to that issue before at all. Hopefully it isn't happening to many other people. What system/browser are you using?

I put out an update today that adjusts a lot of things
-First NSFW scene is now included.
-Tower upgrades have been reworked to affect one tower at a time.
-Added health and desire bars
-Added a tutorial page
-Fixed a lot of minor glitches
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Re: Subdue the Forest

Postby Briheas » Sun May 20, 2018 6:02 am

For v 1.2.1, the targeting seems all messed up. Towers try to target enemies who walk out of their range, and sit there doing nothing for a few seconds when another valid target is in range. They also seem to randomly switch targets when there are multiple valid targets are in range. Occasionally a tower will get confused about which one to target, and I can see it shaking quickly back and forth, not firing on either. Sometimes it takes them a few seconds before they detect a new enemy in range (by which time the enemy is already 2/3 of the way to the tower) It also can't seem to target enemies attacking the wall. A tower placed right next to the wall will just ignore enemies attacking the wall and try to shoot at far away approaching enemies instead.

I didn't have any of these problems in v 1.0 and 1.1. They were very consistent in their targeting.
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Re: Subdue the Forest

Postby Mashugana » Sun May 20, 2018 7:30 pm

Can confirm, a lot of the time the towers will just straight up ignore enemies or seem to get confused and just spasm without shooting at anything.

Pretty frustrating too, can't say I'd recommend it til that's fixed m8.
Look, all I'm saying is that Batboy is our lord and savior.
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Re: Subdue the Forest

Postby mgunter » Mon May 21, 2018 11:39 am

JackonGames Wrote:@mgunter Hm, thats annoying. I haven't run in to that issue before at all. Hopefully it isn't happening to many other people. What system/browser are you using?

I put out an update today that adjusts a lot of things
-First NSFW scene is now included.
-Tower upgrades have been reworked to affect one tower at a time.
-Added health and desire bars
-Added a tutorial page
-Fixed a lot of minor glitches


latest Internet explorer on Windows 10
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