Quality of Life Improvements
from
Stardock.net Forums
As someone who has played way to many TD games here are a few things I think would vastly help improve the ease of play. Like the game so far have only had time to get through 6 missions. Dived right in on crazy and did not get held up till mission 5, At which point I was not able to beat the first wave without using milton or loosing like 80% of my base health.
- Show the numbers. This is something that is relatively simple, make it so that the numeric values for both enemies and towers are more easily available.
- Currently you need to select and then hover over stat blocks to figure out what a tower actually does stat wise. Using the light rail gun as an example: when I hover over the tower to build it I get a snapshot of the tower stats except I have no frame of reference for what 1 bar is equivalent to, additionally once it is built it shows that it does 1 dmg per shot, however this is not its actual dmg output since it is firing multiple rounds per shot. Currently I essentially have no idea how much dmg this tower actually does since there is not number telling me how many shots it fires. Scavanger module I can not tell if it is actually collecting metal, arc projector I don't know the number of attacks, corrosion mortar what is the DOT, how much are enemies slowed by gravity channeler, etc.
- Same thing with abilities, for example: how many sentries do I get, what do they actually do, what is the cooldown? When the cooldown is active it is hard to tell how much time is left.
- Show how many enemies are in the next waves, just put a small number next to each spawn showing the enemy count, as far as I can tell you don't know how many enemies are in the wave until it spawns.
- Build Area should be clearly defined and easy to see how many towers will fit. This is a repeat of what some other people have said but basically the buildable areas need to be more clearly defined, people have recommended showing grid lines which would make tower placement much easier.
- With multiple paths make the indicator for where the next wave of enemies will spawn from more obvious, Kingdom Rush does this best. If you made the entry point tool tip, that is already attached to the enemies in the wave queue, shown at all times it would make it much easier.
- Some sort of indication, particle effect possibly, that shows what towers are boosted by the amplifier. Also and different effect for what enemies are effected by DOT and not just taking dmg, they seem the same currently so it is hard to tell at a glance what enemies are currently effected.
I do like the game thus far and I hope this helps.