Hey everyone, thanks for the feedback, both for and against these suggestions:
Juice Box wrote:Sort of offtopic, but, Kevin, what program did you use to make those pictures? I think my little bro would find it pretty interesting.
I use Windows Paint and Paint.NET for the art and the effects. When I begin a project, I take lots of screen shots, then cutting and pasting parts of those shots together to achieve the look I want. I then touch it up by changing colors, applying the special effects, adding quote bubbles, etc.
Big Bad Bug wrote:Extended Hero levels would make the game far too easy, and considering the large power difference between paid and free heroes in KR and Origins, they would be the deciding factor in victory.
This statement implies that when a hero levels up, he must somehow have a tremendous buff in stats. This can be easily balanced in a number of ways, but I'll share just one: At Level 10, Alric deals 27-40 attack damage. Everytime he goes up a level, his max damage increases only by 1 point, which means at level 30, he'll deal 27-60 attack damage. And if even that seems too much, then it can be programmed to where anytime he swings his sword there's only say, a 30% chance that he'll deal anything above level 10 attack damage.
The purpose of extended levels is to give the feeling of progression, which in my opinion is a nice feature if you're going to be playing the game long term.
Big Bad Bug wrote:Random Creep Patterns will spit in the face of "strategy" for Kingdom Rush. It'd be wacky to toggle this on or off for early stages, but in later levels, it would have the luck-based events of Endless Mode, but now the feeling that the player is supposed to somehow "overcome" this.
This too can be easily balanced in a few ways, but I'll share just one: Let's say the first wave is 10 goblins, and the second wave is 4 orcs. Does it really matter if it's switched up to where the first wave is 4 orcs, and the second is 10 goblins? Is strategy really spat upon? It's not like wave one is going to be a dozen ogres. You'll only see creeps that match the combined strength of your tower setup.
I can see your comment hints at a dislike for how endless mode operates. I think the random feature in endless needs abit of touching up so that it's not like the next 5 waves all come from the same direction. But the purpose of random creep patterns is to add an element of surprise to gameplay, which keeps the player challenged. Once the randomness is balanced, then it really doesn't matter who's coming or from which direction. As long as you build a balanced set of towers across the stage, where all 4 tower types are represented, there's still a high chance of victory.
Big Bad Bug wrote:Mini-bosses randomly showing up is a different idea that poses the same issues as RCP.
Mini-bosses would only show up on the final wave, when your towers are strong enough to handle them.
dimumurray wrote:Kevin...have you given any thought to making your own games? There are a lot of indie game dev communities springing up these days (I'm a part of the NY scene myself). You should seek out an indie team to be a part of or start one yourself...I'd love to see what you come up with your own original IP (Intellectual Property).
The_TaTs wrote:This is exactly what I was thinking...You should consider studying game design. Seeing as you are already willing to devote your time and creativity to come up with all these ideas.
Thanks. It's crossed my mind a few times, but I'm not really interested in doing that. Suggesting features for a game is fun, especially if you see them come to fruition, but game development isn't my life dream. I'd much rather play games than make them.
The_TaTs wrote:...if you are going to devote time, effort, and creativity to a specific video game, then perhaps you should try to make your own indie games, instead of banging your head against the wall with the Kingdom Rush series.
This statement seems to suggest that Ironhide has some rigid plan for the series that cannot be influenced by the playerbase. Of course, I don't think that and will therefore continue to make suggestions I feel will enhance the game in some way. Sometimes, those whose eyes aren't glued to the code can see things from a fresh perspective that's worth considering.
billakoz16 wrote:Let me post my KR ideas for fun and write my books for a living (or whatever anyone does) Writing a nice little suggestion (even a 12 special tower set that takes pages of feedback to finely balance and hours to execute is relativly relaxing
)
This. If I only cared about the game, then my suggestions would be entirely text-based. I actually enjoy doing the artwork that goes with the suggestions. To me personally, it isn't necessary to build a new burger restaurant from scratch, if all you really want is lettuce, tomatoes and pickles. I'd much rather ask an established restaurant to add those to their menu.