Aside from the arena mode, is there an actual story/campaign to play through and beat in a few hours or are you just constantly leveling up and gaining equipment? Endless games can get a bit stale for me after a while. How does the gameplay change and vary as you're playing?
There is a mild story, with additional lore which you can unlock via side quests if you choose to dive a bit deeper into the universe. There is also a pretty extensive "Insectopedia" which details strategies and background info on all of the enemies in the game. The basic progression does include unlocking new levels and equipment, though I don't think its really fair to compare Bug Heroes to a typical endless game... I agree I get bored with most of them as well, which is one of the reasons we made Bug Heroes in the first place While yes, it technically is structured as an endless game, it is really nothing like a traditional one like say, Minigore for ex. Gameplay is varied by facing vastly different enemy types (over 25 completely different enemies, each with different behaviors, specials, and strategies), switching between your 3 heroes and gearing them up, building up your food stash with turrets, exploring and collecting food, completing optional side quests, etc etc...
True story. Everytime you play the game, you try to think of new strategies. It's far from tedious. I don't think I've spent so much time on an iPhone game.
hey, what an awesome game! i had bug heroes since its earliest days and it has since been the game that has sustained my interest for the longest time. i was content to lurk in the forums but after reading through the machine gun debate i can't help but to throw out a few ideas of my own! firstly, why not have five tower slots instead of four? i could see having a tower slot sitting prettily on an elevated platform in the middle of the food stash with bonus range and maybe rate of fire and damage as well. this will allow players to build two machine guns as usual and still have three more slots to play around with. secondly, i would suggest implementing an effective range for the machine gun. let it retain its present range, but impose a range limit that is, maybe 2/3 of its current range, such that below that limit the machine gun does damage that is inversely proportional to how far its target is. this will hopefully not make the machine gun overpowered, but also increase its "short range small bugs" counter to a more suitable level. thirdly, so that the sniper tower does not become "useless" in the later stages of the game, where too many small bugs swarm the stash and the sniper tower simply does not keep up enough to be viable, may i suggest that the ai of the sniper tower be improved such that it always targets the "biggest" bug? "biggest" can be big in size, big in hit points, big in damage, any one of them. simply so that the sniper does not waste its slow rate of fire on a flea or a maggot. fourthly, i really love the fire cracker tower. it really serves its function of big but not too big damage to groups of enemies well. this being said, i just don't see how anyone can achieve the "call the artillery!" award since its just suicidal to build four fire crackers. (actually i just realised this applies for the "sniper" award as well!) however, i read that you're experimenting with reducing the damage and increasing the rate of fire. i think increasing the rate of fire may be a bit annoying as i get tossed around enough by the fire cracker as it is. it will be like friendly fire by a flea machine gunner or something. anyway, may i suggest that it retains its damage and rate of fire, but add a short aoe stun to the effect? finally, just a reminder that as many others have said before me, i believe that given the limited slots, each tower must be very effective in the role that it is designated. that's all for now, hope they are useful! a few questions: will the iap heroes pack include just the worm, or a few? i would really love to support the game, but i hope we get a few heroes for each pack! does the "better base guns" ability enhance the forcefield tower?
it happens at random,it used to happen only on the pond map now it happens on ANY map. & as ninjackid posted it's been crashing for me it crashes only during the mid-late teen levels.
KrakenCalamari: 1. I really like your idea about MG turrets. The best solution yet. 2. That would be a good idea for sniper turrets as well. 3. He also said he was considering eliminating knockback from firecrackers to your hero. Also, if you want to get the "four firecracker turrets" achievement, use for MGs to get 20000, sell your MGs, buy and level firecrackers, get the achievement, then buy MG turrets again so you don't get killed. 4. The upcoming IAP will include all six heroes.
Well, just to be clear, there are several "hero packs." Each hero pack will include 2 heroes and a new level. We may have a discounted "buy all" option, but we're not sure about this yet. As for sniper turrets, they DO target the bug with the highest HPs The same goes for MG turrets... they target the lowest HP enemy. Each turret has a preference. Note that turrets can't change targets before killing something though, so if a centipede walks in range of an idle MG turret, and then a a few grubs follow behind it, the MG turret will stay focused on the centipede. Firecracker turrets have had their her knock eliminated already (don't think it made it for 1.1.1 though). Finally, 5 slots would be cool, but its usually the same thing that prevents new ideas like this from happening, and that is the UI, which would require a complete rework to fit 5 turrets in the food stash screen.
I hope you do decide to have the " buy all" option because i'll do just that purchase everything at once.
So are all six new heroes going to be available in packs of 2? meaning there will be 3 different IAPs to buy when the 6 heroes are available? Also, I like the idea of a discounted buy all pack. I hope you decide to implement that.
I have a "bug" in the game After I take a quest of finding x coins, or rescuing x slave, etc... the items I'm supposed to collect don't spawn! For example in the kitchen map, almost always coins won't spawn at all after I take on a quest. And on all maps, about 3 coins/slave would spawn and then nothing.
Are you sure you're just not finding the other ones? There are a few "hidden" spots on all the maps that you could be missing. Try using Ant's Goggles when doing those quests to give you a better vantage point and let me know if you still can't find them!
Hey, you could have different maps with different number of turrets! Like say, 6 turrets or so. With the different number of turrets, that would be pretty cool, especially with the large number of turrets. With 4 slots, you can't afford to pick situational turrets, like Firecrackers and Forcefields. You need something that's effective all the time, and the absolute best example of that are Machine Gun turrets, and that's the most important reason MG turrets are the best. About Sniper turrets, instead of targeting the highest HP targets, how about the most dangerous targets? Like for example: Butterflies -> Grub Launcers -> Caterpillars -> Queen Ants -> Centipedes -> Other targets. That would make it tons more useful.
now i feel that firecrackers loses part of their charm when you remove the hero knockback entirely. oh well, you can't please everybody? since you do not bring up the food stash menu all the time, the ui can be more compact i feel. so the ui issue is not as bad for towers as it is for hero abilities. but you have been doing such a great job in the game so far that you should still rely on your developer's gut feeling! with the new heroes coming out, would it radically change gameplay? that is, are we able to rotate among all the nine or so heroes all the time or do we have to choose who we want to bring onto the battlefield before starting a game? if it's the former, doing quests would level up all the heroes at the same time hmmm. that would increase the importance of quests several fold. anyway, +1 to a discounted all-in package!
You have to pick which three heroes you'll bring with you before you start. Also, I've encountered a problem: When vampire bugs cocoon, my MG turrets will focus on them before anything else. It doesn't make any sense for bugs to be eating my food while my turrets attack a harmless vampire bug.
Any thoughts to adding stash food to quest rewards? The more I play the more I notice that once the @$%& starts to hit the fan I pretty much give up on the notion of accepting quests because they just get me killed (What? Spawn 3 of those things? NOW? In the middle of this? HA!). On the other hand, the majority of my losses are because I lose all my food. Something that had the potential to offer a challenge but could replenish my base's food supply would be far more tempting mid-late game than now.