Members: Josef Stumpfegger, Sergey Mitchenko, Winfried Baumann



1. Milestone: Game Idea Pitch (06.11.2019)

2. Milestone: Prototype (20.11.2019)

3. Milestone: Interim Demo (11.12.2019)

4. Milestone: Alpha release (15.01.2019)

5. Milestone: Playtesting (29.01.2019)

6. Milestone: Final Release (12.02.2019)

Final documentation

Video

Online Trailer

Game

Compiled final game version


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6 Comments

  1. Unknown User (ga97mom)

    1. What is your favorite aspect of the proposed game? Why?

    The idea of strategically destroying the city is interesting. It gives the player much to work with and enables good replayability.

    2. What is your least favorite aspect? Why?

    I believe third-person-view is a difficult design choice. As the player cannot get to a higher advantage point, he heavily relies on the information given by UI- and audio queues. This can turn out to be overwhelming as those are beginning to stack throughout the game.

    3. Which single change or addition would you suggest to most improve the game?
    Try to give the player more intel about the map and the enemy movement. Maybe it would be helpful if the player could see the map and the assault direction top down before the game starts. After this "planning stage" the player returns to the third-person-view to defend the city. This could give enough information to work with, without taking the excitement out of third-person-play.

  2. Unknown User (ga78vup)

    What is your favorite aspect of the proposed game? Why?

    I Enjoy the idea of being able to destroy parts of the environment to disrupts the attack of enemies, that gives strategic richness to the game. 

    What is your least favorite aspect? Why?

    The vulcano. It seems to me as too much effort for a trap that can be activated once. Not worth it.

    Which single change or addition would you suggest to most improve the game?

     I am assuming that the enemies attack in waves, if that isn’t the case, I would suggest it. So if they do attack in waves, I would like to see a shop in which you can spend gained points to improve your character.

  3. Unknown User (ga63yeg)

    What is your favorite aspect of the proposed game? Why?

    I like that the player has to make a trade-off between destroying their own building (and therefore losing points) and blocking enemies. I think this opens up interesting strategic possibilities.


    What is your least favorite aspect? Why?

    I think that the third-person (first-person?) view will hinder the players ability to make decisions on which buildings to destroy, since they won’t have a good enough overview over the city to plan which parts to block.


    Which single change or addition would you suggest to most improve the game?

    I don’t know if this is already planned, but I think a minimap could really help the player to get the necessary overview to plan their moves.

  4. Unknown User (ga78rum)

    What is your favorite aspect of the proposed game? Why?

    I really enjoy the possibility of playing in third person perspective. Although the game basically is a tower defense game which makes it predestined for a bird eye view, I think a lot of players would actually enjoy being part of the battle just right in the center of it. This gives the gameplay a lot of realism, if I were a commander in a battle, then your game would probably be exactly the view that I would have during a medieval battle. It becomes necessary to communicate with others to get to informations about the enemies locations.

    What is your least favorite aspect? Why?

    All the possibilites of destroying environment or interacting with it sound nice, but if there is no real focus on the core features many crappy features can hinder the game being fun. The mage seemed to be able to do so many tricks (healing, destroying, fighting...) that it might overload the player at first. Maybe you can streamline your ideas and focus on the destruction part in the beginning and try to make the interaction of destroyed objects perfect first, before continuing with further skills and gameplay additions.

    Which single change or addition would you suggest to most improve the game?

    The idea with the watch towers is totally necessary in order to receive information about enemies, that you would not be able to see. If I draw parallels to the commander again, he would receive information from quick scouts during the fight. This would be a cool addition to your game that might solve the problem of information lack: having scouts that run to the player whenever they recognize new troop movements (maybe this could also visualize the watch towers handing information over to you). Another option are sounds and shouts by your own men during the battle with 3D audio so that they can tell you where enemies come from. All that information, in order to not forget about it, should be kept on a minimap - e.g. locations about enemies, enabled traps etc. But ONLY after you have received notice about it by a scout/watch tower! That would make the battle really realistic.

  5. Unknown User (ga58len)

    1. What is your favorite aspect of the proposed game? Why?

    I like the strategy aspect of having to decide which houses to destroy and which paths to block.

    2. What is your least favorite aspect? Why?

    Like many other people already mentioned I'm not sure if third person view will benefit the gameplay, due to the lack of overview such a game seems to need, but maybe watch towers or a minimap will solve that problem.

    3. Which single change or addition would you suggest to most improve the game?

    I think the game need some more ways to defend against the enemies other then destroying buildings and blocking paths and maybe the player can level up and become stronger, learn new skills.

  6. Unknown User (ga58kav)

    What is your favorite aspect of the proposed game? Why?

    I like the aspect of destroying buildings/environment which give you a short-term damage boost but long-term less protection/options.

    What is your least favorite aspect? Why?

    The fact that it is a strategy game but it is hard for the player to get information. As mentioned by others if the game is played in a third person perspective and not top-down the player has a real hard time to figure out what is going on. Keeping the state of every building/trap/enemy position in mind while also moving and fighting with the character can overload the player. The idea with the watchtowers/church is just to tedious because in the heat of battle noone has time to go there to reaffirm the situation.

    Which single change or addition would you suggest to most improve the game?

    I would either add a mini-map showing the position and status of buildings, traps and enemies or allow the player to activate the bird-eye-view of the watchtower whenver they want.