Reflex Defense by SquarelyCircle
Reflex Defense is a game that pits your ability to micro a single unit against the chaotic meandering of a huge mass of larvae. The longer you survive without colliding with a larva, the stronger your towers become.
Based on Dodge defense from SC1. It currently has 20/30 waves, 3/10 unit abilities and 5/8 towers. I wanted to get it out there for some feedback.
Suggested 2-8 players, but works with 1.
@IAmBeingRepressed: 1) Tower and Reflex round - The reflex round is used for determining which tower will be built. We wouldn't want to start spawning guys during that, or you'd be "punished" for surviving longer (since you would get units without a tower)
2) Larvae trail and multiplayer - You'll notice that the larvae behind you are blue. That's because they're cloaked. Other players won't interact with your larvae in any way, which solves that problem :)
3) Tower level determination - You may have been looking at "Total score" once and "round score" the other time. As you stay in the center, your current score goes up, and the leaderboard says when your tower levels up. The score at which they level up is constant, so you shouldn't ever get a higher tower for a lower score. I'll double check if I've got the wrong tower spawning, but I'm betting its a total vs. round score issue.
4)Yeah, wave balancing hasn't been completed. However, depending on what towers you get in one round vs. another, you actually could have a lot harder time with some rounds than others, regardless of enemy difficulty. The disconnect that you're seeing between round number and difficulty is most likely the result of differing speeds. A unit with a ton of hp that goes by slowly vs. one that goes by quickly will have vastly different difficulties. I haven't balanced speeds, yet.
Thanks for your comments. I appreciate that you looked into the game and left feedback. I hope to hear more from you as I implement the changes that you've suggested.
The TD really doesn't match up very well with the dodging part of the game. Also, since you can't really do much with your towers while you're dodging, I don't understand why it waits to spawn the units until you die. I guess you can speed up your towers, but with multiple players the game is going to go really really slowly if someone decides to just chill on the edge of the map racking up 2 points for 5 minutes.
I'm also not entirely clear how this map works with more than one player; it appears that every changeling will spawn larvae behind them, which means that players are likely to get pretty pissed at each other as they corner their ally, making it even harder to progress to the higher level towers.
It's not clear exactly how the game determines what level tower you're going to get; I scored a 500 on one round and got a level 3 tower and I scored 150 on another and got a level 5.
Some waves are a lot harder than others, with very little rhyme or reason as to the order. Going from wave 14-15 (I think it was around then anyway) the units in wave 14 almost got past my towers, then waves 15-23 didn't even get out of their spawn. Then wave 24 hit and most units got past with 50% health remaining.
Actually, if you'll notice, you do get minerals from killing during the TD part, and, it may surprise you to know that I've got plans for special abilities, such as slowing the larvae, giving you a very brief shield if you know you're gonna be hit, slowing the advancing wave (in TD), increasing your tower's attack speed briefly, etc. So... exactly what you said has been planned. :)
Furthermore, with balancing, I think the TD will feel less ancillary. As it is, if you get a level 5 tower, you can make it through most waves without trouble. With balance, a level 5 tower will be really useful, but you will either have to do more to get it, or it won't have as big an effect, or the units will get stronger fast enough that you'll NEED to get one just to stay alive.
If you have any other suggestions on how to improve the TD portion, I'd love to hear them, as I had the same sense as you.
The td part of it really seems ancillary to the dodging. Almost to the point of not really needing it. I suppose it feels different with more people.
Maybe you could add some extra purpose. Like kills from the td part give minerals which can be used for some effect during the dodging? I don't know if that would be very good for the map though.