prototype tour: timewarp

I’m trying out a new thing for posting prototypes, a quick video instead of a long talky blog post. Let’s see how that feels. You can try the game below while watching the video.

This is where the game would be had your browser supported Flash!

Posted in Games, prototype tours |

4 Responses to prototype tour: timewarp

  1. Timing and “tower AI” must be very important for success. As an illustration, I can get the escapee UP by placing a third tower. That doesn’t make much sense until you start looking at which creeper the tower decides to shoot at. A smart tower would probably always go for the kill. ..Or.. not go for the kill and always strive to “use” its entire firepower. Then you add another tower type and my eyes will go cross.

  2. That’s interesting! The towers are set to “stick” with their current target as long as it’s in range. One interesting thing that happens when you’re trying to optimize your placements is that since all shooting is resolved simultaneously, you will “loose” shots if you place two towers so that they’re firing in sync at the same enemy. The first tower will shoot and kill the enemy so the second tower will be firing at an enemy that is already dead.

    There are so many tiny little choices like this, it wouldn’t be a huge deal to “fix” but I kind of like that there are little micro optimizations like that to make.

  3. What a cool game! It turns tower defense into an optimization problem, almost like math. The intuitively best setups don’t necessarily work well. I like not having to wait.

  4. Interesting. Lowest I could get w/ 4 towers was 8. Don’t think 3 is possible.

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