VectorTD, the 3rd in the series of TD games created by myself is now live on candystand.com. It has been almost 2 months in the making, which for me is quite a long time to spend on any one game. But I think this extra time has been well spent and shows in the games look and game-play. The feedback I have had on the screen-shots and videos I posted of the games work in progress have been very positive and so has an early review by jayisgames.com.
The aim of the game is simple, and pretty much the same as all TD’s, prevent the enemy from crossing your map. In all my games the map has been a path that the enemy follow and which you can not construct towers on, instead you build your defences alongside the path. Towers cost money which you get from kills and also it is kept in a bank so there is interest. The location you select for each tower is as important as the type of tower and if you build many or upgrade a few.
Features which I am most proud of and are also new to vectorTD include:
- Multiple maps (of which there are 8 to pick from, ranging from easy to very hard, there is a leader-board for each map)
- 11 towers (past games have had 5 and 7)
- Booster towers which buff the range/damage of other towers.
- Having the amount of damage towers do effected by the type of target they are hitting.
- To earn the bonus point you get every 5 waves you must destroy the bonus enemy.
- Most towers can be told to acquire targets based on their proximity or remaining health.
There are a couple of first for candystand.com as well, this is one of the first game to have multiple score boards (one for each map) and, thanks to overwhelming demand, it is the first time they have released a game on a Monday.
I was asked on the forum “do you have any regrets over vector”… “? Something you wish you had added before hand, or wanted to but never got around to it?” The early versions had a few things that I cut to make the game easier to pickup and play. For example each tower had a power requirement, and when you did not have enough power the towers you built would not work. There were power towers which increased your energy reserve. This was dropped as it was always a pain to explain to new players. I did think about a story mode, but with 8 maps to play already this seemed a bit redundant, but look out in future games for story modes. Maybe different music tracks would be good, but that would make the game quite a bit slower to load. Overall I am very happy with the end result.
So what’s next? Well there is no rest for the wicked… I am currently working on another candystand.com game and this time it is not a TD! See I can make other types of games too ;) And after that it is full steam ahead with Paul and our joint projects!