Entry submitted!
Last version also playable at bit.ly/wartrail, preferably on Chrome, other browsers should work, but may not have best speed or all sounds.
Entry submitted!
Last version also playable at bit.ly/wartrail, preferably on Chrome, other browsers should work, but may not have best speed or all sounds.
Oopsie, fixed a last minute bug, uploaded a "_fixed" version, should show as 0.1.3
You can submit new fixed or updated versions as always. I'd recommend that you just number them sequentially as a means to show which is the "newest" so that we don't accidentally use an older one (with the problem) to be judged and scored. I found that there was a lot of strange conventions used in the 1st challenge submissions. Sticking to a numeric system works best as we only have to think higher = newest/best.
A couple bugs I've found in this:
The "Win/Loss" scoreboard actually shows wins/total games. (So if you win 4 matches and lose 1, it will say 4/5).
Related to the previous, quitting out of a match in progress increases the Loss column by 1 even though you didn't lose. And since there's no way to restart a level, trying repeatedly for a 3 star rating on a difficult map can rack up a large quantity of "losses."
The ballista turret can sometimes get stuck turning in nonsensical ways, like continually turning clockwise to track an enemy that's moving clockwise across the field of fire (around a curve) without ever actually pointing at it enough to fire. This is particularly noticeable when you have the fast-moving enemies and the turret is placed on the inside of a curve in the track. (Which is the most logical place to put it.)
That's a bit of a leftover really, I meant to replace it with trophies/achievements, but haven't found the time yet (the trophy icons are already in the sprite sheet IIRC, just not used)
That's by design actually, all towers have a turn rate, so you all placements "in range" are not equivalent in terms of aiming and rate of fire. :-)like continually turning clockwise to track an enemy that's moving clockwise across the field of fire (around a curve) without ever actually pointing at it enough to fire.
Cool! Looking forward to seeing that!
Fair enough, but this is a problem I haven't had in other tower defense games. They generally have enough AI to realize if they can't catch a certain target and then turn in the opposite direction to focus on a new target, so that they're not rendered completely useless. Would you be able to add something like that, as an anti-frustration feature? Because the current behavior really is highly frustrating.That's by design actually, all towers have a turn rate, so you all placements "in range" are not equivalent in terms of aiming and rate of fire. :-)
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