Kingdom Rush: Adventures

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Re: Kingdom Rush: Adventures

by Big Bad Bug » Sun Sep 13, 2015 4:09 pm

Leave the pictures in, I really like your maps, Aeris, and you should be happy about them. :D

Dwarves should be very tech-driven, so perhaps some kind of super weapon could be used. Maybe something like the MAC Blast from Halo Wars or another kind of ray of doom. :)
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Re: Kingdom Rush: Adventures

by Ninja » Sun Sep 13, 2015 6:00 pm

:o ...My worship idea was included... :yey: !
I love how it makes barracks more useful than the other games.
Because,even with later barracks-hating enemies,the barracks
will be useful to purchase just so you can have them worship!
Great job! :D

Instead of nerfing the enemies,you should just use the God Powers to balance them.
(The God Powers should not replace RoF/T,they should just have way longer cooldowns
than said spells.They should also be much more powerful than RoF/T.) :)

AerisDraco wrote:However, each God has a drawback, which activates on the second level.
Regnos: Deals 50% less damage to swamp enemies.
Sagate: Deals 30% less damage to odd numbers of enemies. (Very specific, I know...) (Any suggestions to replace this?)
Ederus: +10% to upgrade costs
Elynie: -1% to damage per enemy killed. Max is 40%.
Zezzar: -5% to damage per 10 meters covered by the enemy.
Cetuda: -40% damage v. flying enemies


You should switch Elynie's and Regnos' drawbacks,so that Regnos' kinda' OP passives
can be balanced by less damage. :) (Because less damage to one enemy type isn't
that bad.And Elynie's passives {are not super powerful,so they} do not deserve to
have such a massive drawback that comes with them.)
Sagate's drawback should be that worship gives 10% less worship points when you worship
her. :) (Also,give Sagate's passives a healthy buff.They're kind of UP.) ;)
Last edited by Ninja on Sun Sep 13, 2015 8:50 pm, edited 9 times in total.
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Re: Kingdom Rush: Adventures

by RaZoR LeAf » Sun Sep 13, 2015 7:49 pm

AerisDraco wrote:My next game idea, for KR4.
So, because RaZoR's KRC is so amazingly made and drawn, the quality bar for everyone else has been raised tremendously. (I think) So, I will be detailing quite a lot, especially menu screens.


Thanks for the compliment. I love that you can choose which race to start with, and I'd say something along the lines of "won't making three campaigns be difficult" if it weren't for the fact that I'm doing something kind of similar :lol:
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Re: Kingdom Rush: Adventures

by AerisDraco » Tue Sep 15, 2015 12:03 am

Update No.1
Level H02, Zarafo Delta, has been added.
KRA is now complete.
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Re: Kingdom Rush: Adventures

by Big Bad Bug » Tue Sep 15, 2015 12:18 am

Mostly good, although I feel like the map is very sudden with it's complexity. Elite Stages can have tons of mechanics right away because the player is already familiar enough with the game to have beaten the entire campaign, but at the second level, it feels like you're playing with the formula before the formula has been established.

Also, it would be far more effective if the HP limit for units to be swept away by the river was lower than 90 to encourage players to upgrade their barracks.
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Re: Kingdom Rush: Adventures

by phillipriv9 » Tue Sep 15, 2015 12:42 am

This is an idea I really like
1 there I put something here
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Re: Kingdom Rush: Adventures

by Ninja » Tue Sep 15, 2015 12:51 am

I love the second level's map.Maybe a bit complex,but overall good.
I like the flooding because it adds some level of difficulty at least
and is a pretty cool mechanic. :D

The worg piercer does not seem very anti-barracks at all due to the
fact that the AoE damage is negligible,even to level 1 barracks. ;)

The Porcupine achievement is kinda' nonsensical with its' name but even
more nonsensically easy to achieve.It's so easy it wouldn't even be noticed
as an achievement by me,because you get it by doing absolutely nothing.
It takes one hit from a piercer to get it. ;) :P

The Ark achievement is completely impossible if you use barracks,there
are way too many flooding zones and the chance of being swept away is
too high to always survive. ;)

It's a pretty good level :) ,but I have decided that I do not like the worg
piercer's misleading strat section and the easy peasy achievement
that comes with it. :|
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Re: Kingdom Rush: Adventures

by AerisDraco » Wed Sep 16, 2015 12:39 am

Okay, I buffed the damage of the Piercers and changed the achievement.
Though, regarding "The Ark", the KRO achievement "Ace of Spades" requires you to beat the level w/o building barracks.
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Re: Kingdom Rush: Adventures

by Ninja » Wed Sep 16, 2015 12:57 am

AerisDraco wrote:Okay, I buffed the damage of the Piercers and changed the achievement.
Though, regarding "The Ark", the KRO achievement "Ace of Spades" requires you to beat the level w/o building barracks.


Okay,the piercers are fine now. :)

Regarding "The Ark",I don't see why you've brought the "Ace of Spades" achievement into this.
It is entirely dissimilar to "The Ark" and is unrelated to the complaint. ;)
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Re: Kingdom Rush: Adventures

by AerisDraco » Fri Sep 18, 2015 11:05 pm

Update #2
The 2nd Elf and Dwarf stages have been added, along with their towers.
KRA is now complete.
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Re: Kingdom Rush: Adventures

by Big Bad Bug » Fri Sep 18, 2015 11:31 pm

It's all good, and I don't mind the extra mechanics as much as before, although it does raise the bar for levels, making missions without a mechanic feel lesser in comparison.
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Re: Kingdom Rush: Adventures

by RZRider » Sat Sep 19, 2015 2:39 am

So you still need ideas for gnome items. If so I would gladly supply with ideas,although I may not be the best person to do it ;)
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Re: Kingdom Rush: Adventures

by RZRider » Sat Sep 19, 2015 2:58 am

Btw, if you want the campaign to be original you could ( if you have ideas ) add upgrades (like rain of fire ) for the gnome shop items. That is of course if you have enough time and ideas
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Re: Kingdom Rush: Adventures

by AerisDraco » Sat Sep 19, 2015 12:20 pm

@RZRider: I'm perfectly fine with suggestions, but adding upgrades to GS items might be a bit much, besides, some other things are still under construction.
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Re: Kingdom Rush: Adventures

by Ninja » Sat Sep 19, 2015 2:08 pm

All the extra mechanics so far are cool,but now it
seems like the second elven level is strangely lacking. :|

The Elf level:
Myenas are really cool,I love that power!
However,I think they're pretty even with Hyenas,
because Hyenas have that super-fast sprinting
ability. :)

You forgot to put the the new enemies in the
enemies' section. ;)

I can't emphasize enough how much I LOVE the
idea of Flame Mages!This one is even better because
of that cool attack animation. :yey: :yey: :yey:
I imagine one of the fourth-tier Flame Mages having
an awesome looking fire attack like Seal of Fire.
(I always thought those multiple fireballs in quick
succession looked totally awesome.) :D

I still think the elven barracks should deal 1-1 more damage. :P
They're not cost-efficient or powerful enough compared to
the other races' barracks towers. ;)

The Dwarven Level:
First off, :yey: :yey: :yey: :yey: :yey: :yey: :yey: :yey:
:yey: :yey: :yey: :yey: :yey: :yey: :yey: :yey: :yey: !!!!
FINALLY,a flying enemy that can deal damage like its' stats
say instead of just letting its' stats lie to us!(I say this because
Gargoyles stats say they have 1-1 damage and the name for
Razorwings led me to believe that they would have an awesome
slicy-wing attack.)Not to mention it does it in an awesome sounding
way! :D

Again though,you forgot to put the new enemy in the enemies'
section. :|

I think the 2nd-tier barracks should deal true damage in accordance
with their description of having "true swords". :)
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Re: Kingdom Rush: Adventures

by AerisDraco » Sat Sep 19, 2015 2:15 pm

@Ninja:
The Mysenas are superior, because they keep the unblockable ability. However, while they are unblockable, I don't think that Deflect can be active.
I know, I didn't put the enemies in the labeled section, but I think from now on I'll add them once the next level has been added.
While I do have a fire-related L4 Mage, I don't think it'll have a seal of fire type power.
And regarding barracks (and other towers), I made it so each race has a focus on a specific aspect of each tower, with normal stats in the aspect of another and bad stats in the aspect of the other.
For example, Elves have high damage, okay resilience (HP and Armor), and a long respawn.
Dwarves have the high resilience, okay respawn, but low damage.
And humans have a short respawn, okay damage, but low resilience.
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Re: Kingdom Rush: Adventures

by Ninja » Sat Sep 19, 2015 2:29 pm

AerisDraco wrote:@Ninja:
The Mysenas are superior, because they keep the unblockable ability. However, while they are unblockable, I don't think that Deflect can be active.
I know, I didn't put the enemies in the labeled section, but I think from now on I'll add them once the next level has been added.
While I do have a fire-related L4 Mage, I don't think it'll have a seal of fire type power.
And regarding barracks (and other towers), I made it so each race has a focus on a specific aspect of each tower, with normal stats in the aspect of another and bad stats in the aspect of the other.
For example, Elves have high damage, okay resilience (HP and Armor), and a long respawn.
Dwarves have the high resilience, okay respawn, but low damage.
And humans have a short respawn, okay damage, but low resilience.


But the Hyenas become much faster when near barracks. ;)

OK.

I mean,just their normal attacks doing several firballs in quick succession.
That would be so awesome. :D

About the Dwarves and Humans barracks,that's true for them.(I noticed that
you did that from the beginning.I think that's also cool,by the way. 8-) )
But for the Elves,their damage just doesn't outclass the other barracks damage
enough to stand out,in my opinion. ;)
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Re: Kingdom Rush: Adventures

by Juice Box » Sat Sep 19, 2015 2:36 pm

I really enjoy the concept of new Gnoll and Orc enemies, which is probably the thing I enjoyed the most out of this campaign. Everything else is really cool, from the gods to the whole Elven-Twilight alliance, but the thing I like the most is the new enemies, definitely. Two-thumbs up so far.
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Re: Kingdom Rush: Adventures

by AerisDraco » Sat Sep 19, 2015 2:49 pm

@Ninja: Take a Hyena, and add Deflect to it, and you get a Mysena.
Well, the L3 mage is somewhat like that.
I'm not going to change the current levels, but I did modify the damage for the L3 barracks, so the elves have a clear advantage.

@Juice Box:
:yey:

It gets more twisted later...
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Re: Kingdom Rush: Adventures

by Lord of all evil » Sat Sep 19, 2015 4:10 pm

Just one question Aeris, does the worship upgrade the god spell or god passive, Love the ideas so far.
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