Alpha v2024.10.4 - Some quality of life features...


Addressing feedback and enabling control

In case you weren't aware, this game is composed of many different features, components, and bits of code I've built over the years for several unfinished prototypes. So upon the first major release of content (Alpha 2024.10.3) players noticed that the resources they had at the start of the demo level were insufficient. Cannons were too weak to handle the onslaught once the fast-movers approached the bay, and it was pretty much impossible to set up defenses that could handle that.

As a game designer, this kind of feedback hides the truth, the source of the issue. Actually, sources:

  • Indeed, there's an economics problem. The player can't afford the bare minimum defensive choices IMO.
  • All cannons were too strict with their accuracy, and too slow to turn. The way the map was set up, some Standard Cannons could be stuck in an endless wiping animation, always tracking the closest enemy but never shooting them, because they were too fast.
  • The fast cannon variant, Short Cannon, also struggled to track enemies when they moved perpendicular to them.

How did I address these imbalances?

  1. Player control: Up to now, the user was limited to placing and upgrading cannons. Now, the user can:
    1. Target priority: Player can choose how the cannon picks targets, allowing for slow cannons to better handle fast moving ships.
    2. Range indicator: Player can see exactly the range of a cannon, and by how much the upgrades improve it.
    3. Selling: Player may want to choose different cannons or placements. By selling (for a fraction of the original price + upgrades invested) they can now do that.
  2. Economics: I figured this was not the root of the issue, as I intend for the player to make difficult choices in the initial defensive setup. They can't afford everything, and that's the point. But I adjusted prices to reduce the degree of punishment they were dishing out, and enable a wider variety of choice.
  3. Cannon accuracy: Cannons were adjusted to have different accuracy archetypes. Let me break it down:
    1. Standard cannon: Medium accuracy, will fire if within ~8 degrees of intended target, but has high damage and very slow turn speed. High precision - will hit exactly where it is aiming.
    2. Short cannon: Same accuracy and precision, but low damage and 3x faster turn speed. Good for tracking, not so much for damage. But will better handle the fast movers, and compensate for the Standard Cannon's speed.
    3. Grapeshooter: Low accuracy and precision. Will fire within ~10 degrees of target but in a high spread. Will hit targets potentially within 40 degrees of aimed target. Has high turning speed. Makes this a good support cannon at medium and long ranges, as it has good tracking and wide damage area, and potentially a good damage-per-second up close, if upgraded for this use.
  4. Boat speed: The fast movers were just too fast. The way the map is set up, there isn't even any fun. They show up and Game Over you before you even have time to understand what's going on. I decreased their speed, but depending on where they are relative to the cannons, they will still struggle to track them.

Future wishes:

Given that I'd like to add even faster enemies in future levels / later waves, I think it might be interesting to add turn speed to the list of upgrades, but I'm not sure how that will affect the balance. If you'd like to see this or other upgrade types, leave a comment and let me know!

Thank you for trying Recolonizer. Enjoy this new release!

Files

RecolonizerAlpha2024.10.4.zip 35 MB
13 days ago

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