For topics related to the design of games for interactive entertainment systems - video games, board games, tabletop RPGs, or any other type. Is not a subreddit about general game development, nor is it a programming subreddit. This is a place to talk about Game Design and what it entails.Use this community to network, discuss crafting rulesets and general game design, and share game design tips with other game designers. Designers of all experience levels are welcome!If you're new to, please read the for useful game design resources and a FAQ.DO NOT post asking about game development in general, i.e. 'how do I get a job in the game industry?' Type questions.DO NOT post about programming, art, story, music, or anything other than game design, unless your post would result somehow in a discussion on the topic of game design.
I've never done a tower defense game specifically, but I did balance a turn-based strategy game, and basically I learned that you need to have a general idea of what 'balance' should be as you start things, then you'll basically tweak that idea based on playesting as you go along. But it's important to have a general vision to iterate upon or else you'll not have any real idea how to go about things.For tower defense, your core balance is going to be time-to-kill for towers versus the 'standard' unit, I'd imagine. Assume that an enemy has 100 health and then set up a formula that determines how long it will take a given tower to kill such an enemy.
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This will obviously require some deviation when it comes to towers that work in different ways (AoE that hits multiple enemies, for instance) but it gives you a starting point. Another fairly important metric might be time this standard enemy will be in range if the tower is placed optimally. With of of these, you can get an idea for how many enemies a given tower can kill. That's a lot of different numbers, but if you get a spreadsheet that encapsulates this then you can see how tweaking numbers makes a difference.Then, when balancing enemies, you can take their extra health and scale that time up, and then add other factors like enemies that move faster (thus meaning towers will have less time with them in range). Because you've presumably balanced towers amongst each other a bit by this point, you're now free to start working with enemies and deviating from your 'standard' enemy and seeing what that does to your normal numbers.In terms of general level design, I'd think that you probably won't be needing to 'prove' that a level is possible so long as you do a good job with the above steps and build the levels slowly: they'll get frustratingly difficult before they get impossible, but that will mean you'll want lots of playtesting throughout level design. But, if you want to eyeball it, you've got lots of numbers like total health the enemies will have and you can figure out how long the enemies would be in range of towers and do a sanity check to see how much damage you expect the towers to be able to dish out.
Not a 'proof' but a good way to double check yourself.In my own experience I found that balance wasn't nearly as hard as I expected. I designed the combat system to be fairly simple, and I knew the basic gist of the mechanics before I started putting together units. For each of them I came up with a role/concept they should embody and then assigned stats that I felt were in the ballpark. Then I set up a giant spreadsheet that computed chance to hit, average damage, then expected damage per attack for every unit against every type of unit.
This let me eyeball things and make sure they made sense. This actually worked surprisingly well, and though I did lots of incremental adjustments throughout playtesting, the end result was pretty similar to the initial implementation that I got with my spreadsheet.The key things I did have to adjust was some of the more orthogonal elements that my function hadn't incorporated: some units had high speed and thus got to move more often, which meant their overall damage output was higher than others that my sheet ranked as equal. The move radius of units was also an emergent issue, one I'd tried to compensate for (since a large threat range was worth some damage, but you couldn't nerf their damage too much or else the threat range was useless because they were too weak), but that just took some iteration. The other major 'discovery' I made was that sometimes the system has certain quirks that math doesn't quite cover. For instance, I had three types of 'warrior' units that all were supposed to deal the same damage.
One was less accurate but dealt much higher base damage, one was balanced, and one was really accurate but didn't deal as much. Originally I balanced them to have the same expected damage (average damage times probability of hitting a 'normal' unit), but I discovered from playtesting that it was more valuable to have the weaker but more dependable unit because of how battles played out (also, most units didn't have enough health that the extra damage made much of a benefit). I compensated by pushing the damage for the inaccurate one even higher and the accurate one even lower, though in retrospect I probably should have tried to find a better way to tweak things as this ended up making the balanced one more generally appealing than either other one.One final comment: as others have said, you'll need to get other people to play test, but that's a much more complicated thing than most people realize. First of all, much of the most important playtesting will be when you can directly observe from the players, not what they tell you afterwards. People generally absorb a lot of information subconsciously, which means they might not be able to tell you what they noticed, so you need to be good to see what they're doing so you can pick up on it.
One way this is usually expressed is that when someone says something needs to be changed, they're usually right, but when they tell you what it should be changed to they're usually wrong. You are the expert on your system, and while that may leave you blind to certain flaws, it also means that you're likely to understand things at a deeper level than anyone else, which means you need to spend a lot of time thinking things through before you solicit advice. The flip side is that you do need to listen to feedback and really consider it even if it sounds stupid: it probably is, but you're so close to things that you might really be overlooking a glaring flaw because of that.Beyond all of that: good luck! Game design is hands down my favorite part of making games, but it really is an art, not a science. All the numbers and spreadsheets you can make will still ultimately be secondary to gut feelings sometimes.
The original Shadow Complex received more than 50 Editor’s Choice and Game of the Year awards, and it’s always been our team’s hope to return and do more in this genre that we love so much.For now, we are beyond excited to revisit the game and deliver Shadow Complex Remastered – complete with all of the original content, and updated with new graphical enhancements, additional Achievements, and Master Challenges. While we love our modern games, we also longed for something new, with the flavor and simplicity of something old.We designed Shadow Complex with the hope that others shared our passion for this style of game, and that we might help to reinvigorate it. Shadow complex remastered achievements. We’ve also added some fun surprises such as all-new dynamic melee takedowns, so players can feel even more awesome as they steal the bad guys’ tech and use it against them!Please celebrate with us as Shadow Complex Remastered launches on Xbox One today! We were delighted to see our fellow gamers embrace our game, and since then, we’ve collectively enjoyed some newer experiences like, Axiom Verge, and Insanely Twisted Shadow Planet. We’ll be sharing some of our favorite game moments, behind-the-scenes pics, artwork, and amazing speedruns on the – and we hope to hear from you too!Thanks again for all of your amazing feedback and continued support of ChAIR and our games.
The aliens are back, and this time they’re on a mission to turn your beloved sheep into sweaters for their emperor! The sequel to the hit tower strategy adventure TowerMadness is finally here. Protect your flock using quick thinking and an arsenal of awesome weapons.TONS OF MAPSTower Madness 2 boasts 70 exciting maps to master over 7 campaigns on varying environments, each with unique gameplay challenges.NEW AND IMPROVED WEAPONSUpdated versions of your favorite original Tower Madness weapons like the flamethrower, plus all new towers including the Stun Gun, Shrink Tower, and more!NEW ENEMIES AND BOSSES16 different alien enemies with unique abilities and weaknesses.NEW CHARACTERSIntroducing Bo the ram, a powerful new defender against the alien invasion. Xen the shopkeeper offers you special deals on the latest alien weapon technology so you can give the invaders a taste of their own medicine!NEVER LOSE PROGRESS WITH CLOUD SAVINGDesigned for iPhone, iPod Touch, and iPad. Save your game progress and restore it to any of your iCloud enabled devices.GAME CONTROLLER SUPPORTPlay with a gamepad for a console like gaming experience.OPTIONAL IN-APP PURCHASESAll In-App Purchases are strictly optional. We appreciate your support, but we won’t pressure you to buy anything inside the game. ShoobyTaylor, Another great game ruined by in-app purchase maniaMaybe you guys should just focus on writing a good game and charge a fair price for it up front, rather than relentlessly trying to get me to pay more and more and more and more and more and more and more and more and more and more money for it.
Then I would find that fun, and give you a good rating. But all the cute graphics in the world aren't going to make how hard you're trying to nickle & dime me into paying like $20 to play this little game into a fun experience. You want me to pay money for towers.
Then you want me to pay money for 'slots' so I can use those towers in the game. Then you want me to pay money for the ability to earn enough 'wool' to buy more towers and start all over again. Then you ratchet up the difficulty so quickly that I have no choice but to spend more more money. Except, oh yeah, I do have a choice. I can give you a low rating and delete the game because it's not fun.It would've been a GREAT game if you could have made it so I could earn my way up through all that stuff by playing well, rather than keep asking me to open my wallet and pay you more and more.
Stfuuahole, Needs upgrades/expansionsThis game is great but the balance is off. Fire towers are miles better/stronger then any other but are weak to fire type enemys. Strength of towers needs better balance.Also we need more tower options, there needs to be more options to choose from across all types an especially air defence.
All you can use that viable is flack towers an they arent very strong.We need new maps (no new maps in years). Also for the endless option, how about a custom map? Like, allow a design feature so we can design our own map to fight on and we should be able to custom setup the enemy types that will attack us too.Overall its a good game but i gave it a 3 star because it can so much better if there were more towers to choose from, better balance in them and at a minimum, allow us to further upgrade them. JMANTN, Ten maps is all after waiting since June/July?Where's the new maps? Was thinking new maps were coming back in July/August?
Halloween maps aren't what was being worked on in summer I'd think.Flamethrower has been NERFED and limited to ground units ONLY!?!?!On the verge of being as good as part one.I'm not a fan of micro transactions and u definitely don't have to buy any here except maybe the sheep doubler.That being said what I hate about this compared to part one is the tower selection, and inability to turn of aspects that feel gimmicky to me such as towers overheating or tap to unfreeze a tower.The original Tower Madness is a game I played for years. I loved the x2 fast forward, the fact u had all towers available to u at any time that you've unlocked instead of choosing which towers are available during a match and as someone with a child on the way and a few dogs I can lay down that game for a minute and not have to pause because of a tower freezing.interactive is fun unless you're playing an endless match which are my favorites. Also need more staring out money for endless matches.I always felt the original set the standard for games on mobile and I feel part two is just playing catch up to a classic.