This game is pretty fun, but super super hard. I love the graphics. If I was going to make a TD game, I would have probably ended up with something like this.
Hi from the Dev Just sticking my head in here... I'm the dev on geoDefense. Sorry I don't have a vid up yet... my first iPhone game, and I've missed a few of the usual steps in my rush to get things on the app store. Thank you for your comments. Some replies: 1. Why nothing when post date was the 15th? Turns out, that's the day I submitted it to the store. It got approved today. (shrug) 2. Easy is too hard! My bad. That's a classic game designer mistake. Sometimes you get so good testing and iterating on your own game, you get too good at it. But trust me, once you play awhile you'll get good. My girlfriend is not a gamer and she got fairly decent fast. And she's a girl! (grin) 3. I am not working on Bioware's Star Wars MMO game. My company makes the tech (HeroEngine) which they are using to make the game. So my code is in that game, but I'm not involved day-to-day so to speak. 4. Double-tap to place towers vs. drag-n-drop. I will add this in an update. Originally I had it that way but thought drag-n-drop was more intuitive. Easy enough to make an option! Hope you guys enjoy it. I gotta get busy on a youtube now! -- David
the graphics are amazing, and the game is pretty hard. i'm glad you don't have to unlock all the levels, or i think i'd be pretty bored of this game since i haven't beaten level 2. but for a dollar it's more than worth it
Welcome to the forum! Great news. The game is not easy (yet) for me but placing towers is the biggest problem. As I said one tap to select the tower and the second tap to place it would be perfect. I assume if I tap the same tower again the placing procedure will be cancelled, right? If you're considering an overall easy mode maybe you could add an option so we can select "normal" or "strong" creeps. "Normal" would be an overall easy mode. "Strong" would be the current game. Using this approach you can keep the level structure and names (easy, hard) you already have. Anyway, it's a great game with a very polished production!
I wanna get it; but i don't want it taking up space if its just like Field Runners but with different graphics. In terms of depth and gameplay, (i don't need to know about graphic and design because thats obvious from the pictures) who takes the trophy? FieldRunners or Geo? Or are they so completely different they're impossible to compare?
Gameplay... As to the question.... is it like FieldRunners.... I'd say its very different. First, mine is a path-based TD game. So instead of building mazes, the creeps already move on paths. However, these paths can do some decidely crazy stuff at the higher levels. Even leaving the screen for awhile! But the real difference is this game is more like an arcade action game. Once you get past the introductory stuff, and into the meat of the game, it can be very fast and require you to think a lot about what you are doing. Every level is beatable... but sometimes a very distinct strategy is required. I was going for a very kinetic... high-energy experience. With some not-so-obvious game play elements. For example, the vortex towers have several different ways they can be used... and using them right is often key. Plus... the bonus system is key to highscores once you get past the "how do you even beat this thing" stage. But how you get better multipliers is something you have to figure out... I'm not telling you. I'm going to make some vids that show it in action. Sorry I didn't think of it earlier! -- David
Hey, welcome to TA! Your game is AMAZING! Congrats on releasing my favorite TD game for now. And the Hero Engine sounds cool. I saw you're company is making it's own game based off the engine.
Is there going to be a price increase on this? Or will it stay 99cents? Thanks! Also, an option for easy medium hard may be a good idea
one thing i've noticed is that towers do NOT always go for the lead enemy. they get 'distracted' by closer enemies which can be quite frustrating especially when you've placed a tower close to the end and the tower goes for enemies on a track overlapping it that's halfway to the end.
Just clicked buy now I played for a very short time, it looks amazingly polished and tough. Seems like a winner to me.
So you think the towers should always shoot at the creep closest to the base? Might upset the balance if I did that, but I'll try that logic. -- David
You could something like they did in "The Creeps" and give the option to tap on a creep to force all in range towers to focus on that one.
Tap to Target That seems like an easy thing to add... I'll give it a try! Biggest problem is if it changes the balance too much. But I think since you have to actively manage it... it'll keep the balance the same but give you more control. Good idea!
That's what I think. It's not something I used much in The Creeps, but sometimes it's very useful to be able redirect the towers, especially when creeps are creeps are close to the end and your towers are shooting something unimportant. It actually adds a little more of a strategy element.