Age of Defense

Age of Defense

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Rurik  [developer] 27 May, 2019 @ 12:47pm
Discussing the game. Share your opinion.
Hey, we need your feedback about everything: the balance, the story, the music/sounds, everything.
Write please what you like and what you dislike.
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Showing 1-15 of 131 comments
Lord_Zoltus 27 May, 2019 @ 3:52pm 
Плюсы:
1. Знакомый по Warstone TD неподражаемый юмор.
2. Веселая мультяшная графика.
3. Интересный сеттинг.

Минусы:
1. Довольно-таки вялый и скучный геймплей, много медленных волн врагов.
2. Интерфейс "неживой", ты не чувствуешь своих кликов, будто играешь во флэш-игру.
3. Хотело бы хоть намёк на сюжет, комиксовые вставки и т.д. Вы же умеете, я знаю!:steamhappy:
marioufes 12 Jul, 2019 @ 8:11pm 
I don't know exactly what the Kiss Tower do, so I think it's good to have a Tower guide...and I can't understand which enemy is vulnerable about some thing, so, I guess, you may have enemy Guide and a Wiki to interpret the cryptograms, the symbols within the game! I think you may earn more food If you click the next wave faster...and this food may decrease progressively. Sincerily speaking, I have no Idea on How to defeat the Boss of sixth stage! Do u have some Idea? (even in the easy level hehe). Congratulations for the game!
christianmbh 19 Jul, 2019 @ 10:10am 
Really like the progress done, but one thing you really need to get over is this idea of keeping everything explained by vague stoneage drawings.
Information in this game is really needed, everything from turret details to unit details.
This new skill system youve added is good, but making people guess what each skill do by awierd drawing is silly.
Imput text that explains how things work.
SigSauer™ 22 Jul, 2019 @ 7:34am 
Originally posted by christianmbh:
Really like the progress done, but one thing you really need to get over is this idea of keeping everything explained by vague stoneage drawings.
Information in this game is really needed, everything from turret details to unit details.
This new skill system youve added is good, but making people guess what each skill do by awierd drawing is silly.
Imput text that explains how things work.

Eaxctly my thoughts. Having to guess everything just makes it annoying to play the game.
sklurb 26 Jul, 2019 @ 5:33pm 
Originally posted by marioufes:
... I have no Idea on How to defeat the Boss of sixth stage! Do u have some Idea?

My first and only win (near-loss w/ only six health remaining) over the boss in map 6 looked like this :

SPOILER:
hover your mouse between the two black blocks
https://gtm.you1.cn/sharedfiles/filedetails/?id=1804416005&tscn=1563972256
Last edited by sklurb; 26 Jul, 2019 @ 5:36pm
Moimee 27 Jul, 2019 @ 1:49am 
Please, more room for towers or tower level ups at tower locations? Also, be able to destruct a tower and build a different tower in same location during gameplay. A pause button would be good (one that doesn't take player away from gamescreen). Also a better description of enemies and power (even if simple but text or a key to the symbolism available would be helpful. Also, the secondary defense items are often avoided by enemies even if in direct path? Lastly, since there are three levels of difficulty, how about making the first (green) level a bit easier to allow newbies a better learning curve, especially if not giving written details of cause/affect, etc. Also, you are probably planning on improving the SFX and music (versus generic and loop)...that would be great.
Thanks! This game is awesome so far except the frustration level :)
Last edited by Moimee; 27 Jul, 2019 @ 1:50am
Rurik  [developer] 6 Aug, 2019 @ 2:09am 
Originally posted by christianmbh:
Really like the progress done, but one thing you really need to get over is this idea of keeping everything explained by vague stoneage drawings.
Information in this game is really needed, everything from turret details to unit details.
This new skill system youve added is good, but making people guess what each skill do by awierd drawing is silly.
Imput text that explains how things work.


Originally posted by SigSauer™:
Originally posted by christianmbh:
Really like the progress done, but one thing you really need to get over is this idea of keeping everything explained by vague stoneage drawings.
Information in this game is really needed, everything from turret details to unit details.
This new skill system youve added is good, but making people guess what each skill do by awierd drawing is silly.
Imput text that explains how things work.

Eaxctly my thoughts. Having to guess everything just makes it annoying to play the game.

Thanks for sharing your thoughts.

Absence of the text is a feature of the game. We have some more ideas in mind how to make the game more clearer without words. We want to check it first. If the game will be a mess after our tryings, we will add the text to the game.

Right now. You can check for all skill/abilities descriptions in the F.A.Q thread in the forum



Originally posted by Moimee:
Please, more room for towers or tower level ups at tower locations? Also, be able to destruct a tower and build a different tower in same location during gameplay. A pause button would be good (one that doesn't take player away from gamescreen). Also a better description of enemies and power (even if simple but text or a key to the symbolism available would be helpful. Also, the secondary defense items are often avoided by enemies even if in direct path? Lastly, since there are three levels of difficulty, how about making the first (green) level a bit easier to allow newbies a better learning curve, especially if not giving written details of cause/affect, etc. Also, you are probably planning on improving the SFX and music (versus generic and loop)...that would be great.
Thanks! This game is awesome so far except the frustration level :)

Thanks for sharing your thoughts.

A lack of space should motivate a player to upgrade towers
Feature of selling tower - hmm.. we wil lthink about it.
Pause button - same.
"Also, the secondary defense items are often avoided by enemies even if in direct path" - didn't understand that. Please rephrase

We will make easy easier.

You can click at any enemy and its stats wil lappear in the middle bottom cornet. There you can see all resistances and vulnerabilities
Last edited by Rurik; 6 Aug, 2019 @ 2:10am
duegrom 6 Aug, 2019 @ 9:56am 
Pro's
Like the graphics and so far the game difficulty is spot on. I like the evolution concept and it helps to give each level a unique feel and forces you to try out different towers. I look forward to more levels :)

Cons
Please add a window mode
Please take a look at how the game behaves at 4k
A few in game tooltips, particularly with the tower descriptions and skill tree
christianmbh 7 Sep, 2019 @ 10:03am 
Just aced mission 7 medium

Who new the trick was to not use any boulder towers.
Seriously boulder towers are just overall weak, while mage towers are really strong.
So much its barely ever worth using the boulder path in the skill tree.
bennypr0fane 2 Oct, 2019 @ 4:32am 
Originally posted by christianmbh:
Really like the progress done, but one thing you really need to get over is this idea of keeping everything explained by vague stoneage drawings.
Information in this game is really needed, everything from turret details to unit details.
This new skill system youve added is good, but making people guess what each skill do by awierd drawing is silly.
Imput text that explains how things work.
Totally agree. Please add an in-game Encyclopedia with written explanations.
For example, your FAQ says, there's three types of damage and vulnerabilites - but in the game, I've seen four kinds of icons on critters. a star, an arrow and two round ones. One looks like a "forbidden" sign. Which one stands for rocks?
bennypr0fane 2 Oct, 2019 @ 4:34am 
I can't even seem to get past mission 2 in easy mode. I've tried every initial setup that's possible with this amount of food, but can't manage to kill more than three critters from the first wave! second wave, max two kills - and this in easy mode. How is this supposed to work?
Rurik  [developer] 2 Oct, 2019 @ 4:34am 
Originally posted by bennypr0fane:
Originally posted by christianmbh:
Really like the progress done, but one thing you really need to get over is this idea of keeping everything explained by vague stoneage drawings.
Information in this game is really needed, everything from turret details to unit details.
This new skill system youve added is good, but making people guess what each skill do by awierd drawing is silly.
Imput text that explains how things work.
Totally agree. Please add an in-game Encyclopedia with written explanations.
For example, your FAQ says, there's three types of damage and vulnerabilites - but in the game, I've seen four kinds of icons on critters. a star, an arrow and two round ones. One looks like a "forbidden" sign. Which one stands for rocks?

Hey,
We are going to add animated explanations first. We hope it helps
Forbidden sign is a status resistance. I forgot to add it to FAQ (will add now).
Status resistance protects a unit against negative buffs like stun, slow, poison. Usually, bigger enemy have higher amount of this paramater.

"Which one stands for rocks?"
Rock icon is for rocks
Rurik  [developer] 2 Oct, 2019 @ 4:35am 
Originally posted by bennypr0fane:
I can't even seem to get past mission 2 in easy mode. I've tried every initial setup that's possible with this amount of food, but can't manage to kill more than three critters from the first wave! second wave, max two kills - and this in easy mode. How is this supposed to work?

I think there is a bug. i will check it now
which units did you use on mission 2?

hmm.. i just chekd. It seems ok
To pass first wave use usualspear man
because jellyfishes got 25% extra damage from spears (because it has 25 armor)

Do you use Spiketrap spell? It helps a lot
Last edited by Rurik; 2 Oct, 2019 @ 4:38am
siren 6 Nov, 2019 @ 7:37am 
I really cant play this before we have windowed ;(
deathcaster 12 Nov, 2019 @ 12:55am 
I really like the game, however it seems a bit difficult. On the 4th level most enemies just get past my defenses. Trying to defend 2 sections with very limited food seems overwhelming. I have finished games like defense grid, ancient planet etc.. Your tech tree is a mess. A more standard tech tree would be nice, and once I get a tech I should have it unlocked for prior levels as well.

Well just my thoughts, probably won't play it more until you get some more stuff worked out. I really don't want to have to write down the tech tree from your facts page. All info should be in game, maybe keep the drawings, but have a tool tip when placing mouse over the icon??
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