Version 1.1 Here is what I am considering the 1.1 release so far: - Fix: Some typo fixes. - Fix: Sometimes you couldn't select towers placed on the right edge of the screen. - Improvement: Laser Towers now start tracking creeps at 1.5x their firing range. - Improvement: Laser Towers will no longer discharge unless they are at least facing a creep. - Improvement: Adjusted the difficulty on the easy levels 2 thur 6 just a little for softer landing for new players (the rest are still as challenging as before!) - New Feature: Novice Mode. Turn on in Options menu and your starting cash will be higher, the creeps weaker but it will *not* record your highscore if you beat a level! - Improvement: A little easier to hit the pause button - New Feature: You can opt to have tower placement nudged "above" the touch point rather than at the touch point, so its easier to see. - Improvement: Options settings are now saved so they will be the same when you start the game each time. - Improvement: Works with 2.2 OS (as well as later 2.2.1) - Improvement: Fixed frame-rate problem with popping lots of vortex nodes at the same time. - Improvement: You can tap a creep and all towers will break their lock on any target and attempt to lock onto that creep (if in range), after which they resume their normal targeting logic. This gives you some minor control over creep target in an emergency.
"New Feature: You can opt to have tower placement nudged "above" the touch point rather than at the touch point, so its easier to see." This of course raises the question on how to place towers on the bottom of the map
Excellent ideas for improvements. Might I also suggest an endless mode? That would certainly help to extend replay value. As well as a track editor, if possible. From what I can see, the tracks themselves are quite simple graphically. Nonetheless, the gameplay and overall graphics are absolutely brilliant. Excellent game. Personally, I'd consider this to have more value than Fieldrunners for the price.
Novice mode is a nice idea but you could create a Novice high score table too. If Novice mode is on then high score would show, well Novice scores. If it's off then it'll show the Normal mode ones. You could keep two high scores internally but you'd display only one. That'll be a nice touch.
That's an excellent idea, I think. Players will get more into the "meat" of the game before they are forced to adjust their strategy, so they'll be less likely to quit. But the rest of us won't be deprived replaying the easy levels because they're so easy as to be boring.
i agree, perfect! with a novice mode, we probably wont need an endless mode. good job, look forward to it.......soon!!!!
Looks good. If you do have a novice mode, then I feel maybe you shouldn't nerf down the easy modes from 2-6. One or the other would be good enough, and i feel novice mode is sufficient. I agree with the sell button, i accidently pressed the sell button when wanting to upgrade in the heat of the battle. Another thing is it is sometimes hard to move the tower when I first buy it and deciding where to place it, especially the laser ones...It doesn't go smoothely, but sometimes it seems that the touch is not responding for a split second. Maybe make it smoother if its possible? Also, sometimes the towers do not know to attack the creeps that are closest to your base...like they would attack the ones around the curve that are going in a somewhat circle, but some how do not all the times "see" the creeps going down to your base and wont turn around to fire the...that is kind of annoying. Anyway, the rest are great updates!!
Since a couple people are also stuck on medium 2, I uploaded a screenshot of how I beat it. Like I said before, I laid everything down first, then started upgrading. Things don't get tough on this map until wave 13 or 14, so the order you place the towers isn't too important. Once it's set up, you should be getting funds like crazy and will able to upgrade almost constantly. Give the missiles priority Note: Be careful how you upgrade, since towers can't fire when they're upgrading.
1.1 Upgrade... submitted! I've submitted the 1.1 Upgrade to the App Store. It's in review. Some of the other suggestions are great... and I'm rolling those ideas over into the 1.2 Upgrade plans. Particularly the separation of the buy and sell buttons. A seperate novice highscore table is also a good idea... I didn't have time this update, but that should be trivial to do too. BTW... if you like the game... puweeze slap a 5 star in the App Tunes reviews. Gotten a few (I feel undeserved) low reviews that happened all about the same time... strange... anyway, makes David such a sad panda. Nice reviews are so appreciated... I read them all! The good ones over and over again! -- David
Hey David, I know you addressed this but its ruthlessly hard on easy, and I know some people suggested alternate ways to build the towers. I like to be able to learn the mechanics on easy of a Tower D game and work my way up. Honestly though, your game is the prettiest of the Tower D games and I own 7 Cities, Fieldrunners, Crystal Defenders and The Creeps, and has a bit more variety than the rest save Crystal Defenders. Crystal Defenders is probably the most involved of those games but it suffers from the crap port job by Square. I've played it briefly a few times over the course of week or so I've had it. When I read you were making a 1.1 update, I held off reviewing. There's some real potential. I'm glad you're committing to making the game better. It means a lot to see the devs listen I'm eagerly awaiting the update as I'm thinking it'll really let me experience the game the way it should be.
wow, wasnt expecting the update so fast...really look forward to it....ill put up a 5 star glowing review when i next get on itunes....thanks david!
Thanks. I've been stuck on this level for days and my tower placements have been resembling this more and more with each play-through. It's good to know I'm on the right track. This game is fantastic.
While I think that this is a great feature, I hope that it doesn't upset the balance of the levels. I suppose there are bragging rights in finishing the game completely before 1.1 hits You have covered my complaints, except one minor one: someone already mentioned that it would be great if when placing towers near a path, they would slide along the path rather than stick. I fail to get towers properly into corners too often. I would also love it if there were a web-based high-score list, a-la GALCON.
I just added my 5 star review in the app store. This game rocks. I can't wait to get my hands on the upgrade. Thanks for a totally addicting game. Keep up the great work.
I'll probably pick this up this weekend along with ZenBound. I love TD games and it sounds like I can't miss this one...
Awesome game, and I've certainly gotten *far* more than .99 of enjoyment out of it. Thank you so much. I have, however, accidentally popped vortex towers on more than one occasion due to an inadvertent double tap. I'm not sure what sort of time period the two taps have to be to register as a "double tap," but perhaps if it were less generous this could helped a little. ie, if the second tap has to be < 500ms after the first tap now, perhaps it could be required to be <250ms after. Of course, if I'm the only one with this problem, then I just have to pay more attention to what I'm doing, I guess. And also, since upgrading is such a big part of this game, perhaps that process could be streamlined a little bit with the option to upgrade through a double tap on a tower. These are just small suggestions, of course. Geo Defense is absolutely my favorite game on my iPhone right now. And I've already convinced several of my friends to give it a try. And as far as I'm concerned, the difficulty is just one of the reasons to keep playing day after day. Keep up the great work!