Post-Compo Version of Brainless Attack

Posted by
September 7th, 2015 1:07 pm

Hi everyone,

I could finally take some time and revisit my LD33 entry: Brainless Attack. It’s a reverse tower defense game. Thankfully, a lot of people have left their feedback, even though I couldn’t play as many games as I would like (thus, my coolness is not very high :( ). As some have pointed out, the game often felt like you can’t do much, besides spawning as many monsters as you can. I wanted to improve on this. It took me quite some time to find an acceptable solution.

You see, when I started the competition, I thought of making the towers quite slow. They would lose time turning and could be overwhelmed by sending hordes of monsters from different vectors on them:

tower-overwhelmed

It is a lot of fun to see hordes of little monsters, but it turned out to be quite chaotic, leading to some not seeing a strategy at all. The compo version utilizes a global launch cool-off (visualized via a green circle around your monster-cursor). In the end, I decided this was not a good idea to start with. I switched to having a cool-off for every individual launch-pad:

individual-cool-off

The cool-off is visualized by a “clock”-like bright area inside, which starts filling the launch-pad as soon as you’ve used one. This leads to a new possibility: overwhelming a tower by sending multiple monsters at it at the same time. Luckily, this allowed for some quite intricate levels, which can be solved by proper timing and the correct order of monster-launches:

complex-level

I spent some time on exploring possibilities of additional elements on the map. Since the game is called Brainless Attack, I wanted to keep the monsters dumb. All they do is running brainlessly towards the castle. But the environment can be as clever as it needs to, creating a challenge for the player. The first additional element I tried and liked is sand:

sand

OK, this might not look like sand too much, but you have to believe me here 😉 Sand slows down the monster, allowing for new situations and a bigger challenge. Hopefully, I will be able to explore many more possibilities, like moving platforms, catapults, water (don’t know what it would do, yet) and other tower types, like area-damage-tower or freezing-tower. I wish I had much more time for this!


One Response to “Post-Compo Version of Brainless Attack”

  1. MatejaS says:

    Really fun mechanics :) You should really turn this into a full game!

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