Hello hello, I’ve been putting down concepts and ideas for a game, I think that it’s quite different from the rest, I’ve included a mix of stuff and mechanics I’ve never seen around like this ( • ̀ω•́ )✧
I’ve wrote it all down on this Google Drive document!
I would be the one taking care of all the spritework, while a friend would be doing all the SFX and sound design ( ˶ˆ꒳ˆ˵ )
The issue… neither of us know how to program, and it really gives me a headache ( •̯́ ^ •̯̀) so in theory the only component missing from the project would be a programmer (and we don’t really have the money to hire anymore…).
Any any any and all comments, criticism, ideas, suggestion, anything that can help getting some new ideas on the table would be so so so so so welcome! (ㅅ´ ˘ `) and I’d be more than happy to add your name and suggestions to the document with credits ( ˘͈ ᵕ ˘͈♡)
Thanks in advance!!
Gotten a read on it. The idea is interesting enough. But there are a few elements that I’m a bit confused about.
The idea of having damage to your towers be the main expansion content. Putting aside that it kinda falls into the trap of “only seeing the fetish content when you are losing”, it has interesting gameplay implications that aren’t really talked much in the document. One of the inspirations cited is Bloons, but the way your towers are directly attacked and affected by enemies reminds me more of Plants Vs Zombies. In that game, every plant is expendable and part of the strategy is minimizing your loses. In Bloons, your towers are, with very rare exceptions, unaffected by the enemies, and unable to be destroyed. You would likely require a system necessitating a constant resource source in order to accommodate the fact that none of your units are permanent, even more than in PvZ.
The idea for your towers being defeated by expanding them is neat, but admitedly I am a bit worried about the idea of every tower being inevitably obsoleted, they don’t have any kind of use afterwards and thus there isn’t as much commitment to the spot a tower is in. Some tentative ideas that I feel could mitigate this are making the immobile/blob characters able to be used as barricades or be used as a way to build on normally impossible terrain (such as water), making inflated characters able to be riden on by others to allow them better sight lines, making blueberries roll towards enemies while using them up, and so on and so forth.
I was very weary of falling into the “only seeing fetish content when you are losing” trap (ᵕ— ᴗ —) but I think you get around by the game being a tower defense, as in, with the way it works, you get to see a tower go from slim to immobile definitely at least once per round, every round! You’re always going to lose towers so you should be able to always see that!
That’s the idea actually, that you would need to replace the tower after it got so big it’s unable to continue fighting, it’s supposed to add a layer of multi-tasking to the gameplay. The way you go around the constant need for new towers/units is by getting an upgradable economy/founding for the stage which is also needed for the removal of the unit once it became obsolete. But by all means!! That sounds like a really good idea! ( • ̀ω•́ )✧ I’m definitely going to add some brainstorming about other ways you could use inoperable units!
Do let me know about how you’d like to be credited!! (•̀ᴗ•́ )و
Interesting. I will say, having the expansion content appear when you lose expendable units is a great idea to reach a happy medium. The balance with enemy quantity/power and the player’s rate of resources is probably gonna be the main challenge when designing the gameplay loop. But the idea does sound good.
Oooooh yeah that’s the scary part (;'• - •`; ) getting all the statistics and numbers and what not in place is most certainly going to be such a tedious and long process, but I’m confident it can be pulled off!
Otherwise, I’m glad this idea seems fun to you!
Alrighty, that sounds like a perfect premise for a Weight Gain/Inflation premise. I would like to see that someday. I don’t care what lore ya put in, I think it would just be a fun fetishy experience that rewards survival.
Oh and cute chat style, using the icons as adorable faces is…adorable
( ˘͈ ᵕ ˘͈♡) Thank yoooouuuuu.
Lore would be added mostly because I enjoy writing it C: I always hear people use the term “mental gymnastic” in a derogatory way but I enjoy trying to find narrative solution to stuff like this, even the stuff is rather silly.
For the weight gain mechanic, Another way to approach it would be that the more damage a tower does, the more weight it gains until it reaches a state of “immobility” until upgraded, in which it will gain higher and higher stages of weight gain. Making it so you CAN see the weight gain stages while also winning. The problem with this would be the upper limit of this. You could make it so enemies, instead of adding weight to main towers, actually eat away at the weight until they destroy the tower (Like in PVZ). This would make it so you would have to balance a tower’s weight with enemy control as well, with upgrade and money management in between.
Each tower could have ups and downs to gaining weight:
Production towers gain more weight over time, the more weight they have, the more money they produce, but at slower intervals (or smaller range) because they get more and more lazy
Attack towers could do more damage at higher weights, some even using a portion of that weight to attack, but again, slower intervals of attack
Shield towers could Mainly just gain more defense/ health with higher weights
Support towers could give a wider range of buffs with more weight, but I don’t know what the downside to this would be.
This is all just me spitball-Ing though, thank you for reading.
That’s something I’m debating actually! ( '• ω • `) for example uuuhhhmm, a unit with an AR is going to deal less damage but with a higher fire rate than an unit with like - a sniper rifle, wouldn’t feel right if the unit with the AR got fatter, faster, just because it has a higher fire rate. Balancing how bigger a unit get is going to be really really delicate ( · ❛ ֊ ❛)
While there could absolutely be something to make inflated/fattened units smaller, I don’t think that’s going to be an enemy, maybe some sort of specialized building/unit that does that through a tech-research? (╭ರ_•́) just another issue related to balancing really. Same goes for all of the buffs/debuffs different towers would get depending on how big they are and the medium used.
All very good ideas, I appreciate a lot! ( ˊᵕˋ ).°⑅