i have to say that this game is keeping me occupied quite a bit. There are definitely some things that could be improved upon (the oft mentioned towers not shooting the creep closest to the exit) but I do enjoy the challenge. I keep playing it over and over to try to figure out the right mix of towers/placement to beat the level. All in all, well done game...looking forward to the updates!
The difficulty is ok, but I have to agree with the people who want better "thinking" towers. At least let them aim the first enemy.
Has anyone solved all the levels yet? I have 4 hard levels to go. The game is not to hard. I think the balance is perfect. A tutorial set of levels may help a bit.
i like that there are no tutorials....its interesting figuring it out on your own....although, i wouldnt mind a list of enemies and weapons with details to refer to.
i've beaten all except for hard 2 and 6, 2 makes me angry because i can get to wave 28ish with no problem and then they all get through without getting close to dying, ugh hard 6 i can't even get close on though
I notice that when you highlight tap and drag a tower, you see a line - what is the use of this? Can you use it to target a particular creep?
David, This is really an unfortunate decision. I know its really up to you to decide but I really think you are making a big mistake here. Why dont you just provide 2 modes (casual and hardcore)? The hardcore mode will have the same gameplay like what it is right now. As for the casual mode, you can just tweak the parameters (creep health, number, speed, tower damage, etc) to make them easier. It should cost you the same amount of time to tweak 10 levels vs 30 levels, no? You can then put the selection in the Options. The default should be casual. Im sure hardcore gamers can find that out and change it if they want to. The casual gamers, who probably wont bother checking the options menu, may not even aware such option exists; but they dont need to. Pro: 1. More contents. Your game now has 60 levels. Yes, its actually only 30 levels but with 2 modes. But people can play them both if they want to; meaning it is 60 levels for them now. 2. The hardcore gamers dont lose those 10 easy levels that they already love. Dont betray your current customers just because you want to get more sales. I know this is a strong words but its true. Just trust me. You dont want to do this. 3. The casual gamers now have 30 levels to play instead of just 10. I can keep going on this but those are the 3 most important things.
easy on the easy I love this game! I suck at TD, but I can't stop buying them: Zombie Attack!, The Creeps!, Fieldrunners, iTD, 7Cities and now geoDefense. I just made it to the Medium stage. So David, if you're reading, please take it from me, you can keep the Easy stage as it is. Your excellent screen shot tutorials and initial hints at level startup really helped me. It would be interesting though to see if it helps sales, but I think the good reviews, retro looks and terrific gameplay along with the low price and app store wave of the TD genre, help your game. Thanks again!
The Easy levels are too hard for being called easy. You should just call them meduim ,call the current meduim hard and so on. Then create 10 new easy levels to help new people get into the game. Never take away from you game, always add.
(from the dev) Difficulty Pax Du Well.... Okay, you all have given me a lot ... a LOT... to think about. Let me just say this, though... I feel that my real goal with the easy levels is to bring people in to this somewhat genre-bending brand of TD gameplay. And if the wall is too high, I may not get the reach I want. I agree 100% that I *personally* think the levels are balanced to a razors edge. I know, cuz I spent hours and hours fine tuning each one by hand, and by spreadsheet. It was painstaking and laborious. Which is why just having a "hardcore / easy" mode doesn't work... I can't just nerf everything by some percent and have it play right. Or I'd do that. I'm not going to make any radical changes here guys, I promise. Just going to soften the easy levels... and not even all of them... just the first few... so that people don't get turned off. I'm moving up quickly in the app store, and I would hate for people to be turned off by the "too hard" reviews (the only consistent ding I get in the ratings) as I reach out to the less hard-core. BTW, no matter what I do I'm going to keep the gameplay the same form medium on up. And future levels in those categories are going to be as challenging or even more so as I release updates! I'm going to do some mind-bending stuff.... and I think we can all agree on that. For the guy who wisely said basically "You are doing great... don't F' it up" Your point is well taken... I am keeping that in mind. Let me do a little tweaking on the begging easy levels just to soften the hill. Out of 30 levels this will affect maybe 4 levels. So it won't really affect your experience any. Now... as for "stoopid" towers. I'm addressing it! Not everything will be 100% in the next update, but consistent improvements. Here is my current release notes as I am working on the first update: - Some typo fixes. - Laser Towers now start tracking creeps at 1.5x their firing range. - Laser Towers will no longer discharge unless they are at least facing a creep. - Reduced the difficulty slightly on the Easy levels 2 thru 4 for softer landing for new players (the rest are still as challenging as before!) - A little easier to hit the pause button - New Option: You can opt to have tower placement nudged "above" the touch point rather than at the touch point, so its easier to see. -- David
just wondering, are you 'fixing' anything with actual tower placement? as in how they fit when towers are placed closely together or very near the track? i find sometimes they initially won't go near another tower but then you have to try 2 or 3 times to wiggle them in, and only then, it lets you. this can be frustrating when split seconds count...
I went back and tried the easy levels and they are actually easy once you get the hang of the game. Right now I've finished 27/30 levels - stuck on Hard 2, 6, and 9. 6 in particular seems completely impossible. But then so did a lot of other levels at first. 9 seems beatable, just need to find the right balance of laser towers and other stuff.
Tower Placement The logic is that as you point at a spot it sees if it is valid: * Not too close to path * Not too close to other tower * Not off playfield (bottom area) If it isn't one of those things it "remembers" that spot. Then as you move around, if you do fail one of the above tests it just uses the last-known-good spot. This is sort of snapping behavior that really helps. But sometimes it doesn't do what seems intuitive. I'd like to improve it, but not sure how yet. -- David
i bought geodefense based on the thread here, and the reviews in the appstore...i found the game very difficult in the beginning, and if there had not been so many fanboys here, i would have quit...having said that, i persisted, and figured out some basic logic regarding tower placement, and balanced distribution, and i have to say, i too now believe you have designed a brilliantly chronic and compelling game...there is a relentless "let me just try one more time" quality to the challenge...the levels are short, but perfectly designed, providing enough feedback to figure out what you did right, and where you went wrong...keep up the great work!
I really like this TD. It's simple so you can understand, but challenging. What is great is that you are rewarded for trying different strategies - some work, some don't, and it's that figuring out step that makes it compelling.
Ok, thank you David for the serious thinking you've given to this. I guess we might be able to accept your reasoning Us first generation fanboys have already played through the easy levels and if you are toning four of them down, it won't be destroying the game. The easy levels are already too easy for us anyway I'm mellow now, the talk about future upgrades bringing more maps made my day.