This game (like everyone else is saying) is technically and visually impressive.
My advice for this game: drop the up-front PAY US LOL bullshit. Don't make people click through 18 menus to play the game. Drop the stupid achievements: "You clicked exactly where we told you to! Here's a diamond!" just isn't doing it for me. Let people start right away by building a town. No weapons, no build restrictions.
THEN once people have something to protect, start laying on the "That's a nice little town you've got there. It'd be a shame if something were to happen to it." Town under attack? Need a new tower fast? One dollar won't kill you.
Not that I ever play any F2P games (ever), so take this with a grain of salt, but suck people in and give them a reason to pay you. Everyone likes games where they build stuff. Now make them pay to fight entropy... but you've got to get them building right away, because I lost interest pretty fast.
The technology is impressive - it felt responsive and looked decently detailed. I stopped playing almost immediately though once every action had a slot-machine audio/video feedback to it. Its straight out of any Zynga game and it reduces gameplay to 'push button A' 'go to location B' 'repeat'.
I was hoping for "Torchlight on the web" but got "Farmville in WebGL".
Well, to be fair, it looks more like an N64 game or one of those early 3D games for SNES (Star Fox?). After reading the comments, I was expecting something more like this: http://media.pcgamer.com/files/2011/05/Torchlight-2-8.jpg.
well, it could've looked like this, I don't see why not. I was speking more about poly count, rather than textures and their quality. I think they just didn't cared/had time (or artists) to do pretty textures.
When will we reach a point where the use of WebGL is no longer a headlining feature? WebGL is cool and all but I have never wanted to play a game based on the current coolness factor of it's underlying technology.
Games should be about fun.
I'm interested in WebGL but i'd rather be seeing links to posts about how people use it and how they performance tune it than just links to games built with it. I don't learn anything from just playing it.
I have the impression that many games are way more expensive nowadays because of this special currency business model. I usually would buy a game in a range between 20-60$ but those pay-for-my-currency games have packages between 2-100$ and if you are really addicted the 100$ one won't last a month, at the end I don't buy anything, when sometimes the game is awesome, I buy a package to "support" the company.
Is there any blog or article by the authors with a behind the scenes description of the game? (team or solo, artist, technologies, infrastructure, ...)
The game is nice but I prefer reading about those as I see a lot going on the tech side.
Yeah it seems quite nice, but as soon as I started putting down buildings and it was like "Hey this is how you unwait, by paying us!" and I still hadnt gotten to the actual gameplay I knew this top down toucher was gonna be a problem.
My advice for this game: drop the up-front PAY US LOL bullshit. Don't make people click through 18 menus to play the game. Drop the stupid achievements: "You clicked exactly where we told you to! Here's a diamond!" just isn't doing it for me. Let people start right away by building a town. No weapons, no build restrictions.
THEN once people have something to protect, start laying on the "That's a nice little town you've got there. It'd be a shame if something were to happen to it." Town under attack? Need a new tower fast? One dollar won't kill you.
Not that I ever play any F2P games (ever), so take this with a grain of salt, but suck people in and give them a reason to pay you. Everyone likes games where they build stuff. Now make them pay to fight entropy... but you've got to get them building right away, because I lost interest pretty fast.