I think the targeting in this game seems really important. You’d probably get further if you utilized the targeting system a bit more efficiently by using all three target slots. I.e. putting a mortar on most armor, then most health, then progress or something like that so everything is always targeting something specific instead of just progress
Progress targeting seems to often make the mortar shells miss totally because of ballistae sniping the first targest. Because they also default to progress which is reasonable for them.
I did the calculations and since the toxic sprayer bois do AOE damage, it is mathematically better to: 1. Place them AFTER all the paths have converged and the streams of enemies became one so the poison turret deals more damage overall and 2. Place them right at a 90 degree turn so the enemies walk towards it and spend the most amount of time getting damaged by the toxic spray cone 👍
@@Jikkuryuu Having them early also works with mana. Those activate first at the start of the round and then deactivate toward the end to let mana build up again.
Yo that first run had a cracked map spawn! Imagine that run after you got the card draw upgrade, would have been epic. Can't wait for those frost towers to start snowing :D
The music would be solid if it wasn't for all these completely out-of-place double bass patterns. It's just too much, as much as I like Vadrucci, this isn't it. The second track is much better in my book, but if anything, I can see this music putting folks on the fence more so than anything else.
I enjoy this game so much, and can't wait for the release Do hope to catch more Wander playing it both on RUclips and on Stream Had to watch the VOD yesterday to enjoy more of the game, thank your Wander for blessing me with years of fantastic videos
I can agree with your AAA games point, they all use the same mechanics and just feel like carbon copys of other games, Indy games always come with their own learning curve and usually don't even hold your hand in learning them, where as AAA always over explains everything and just ruins the interest in the game itself very quickly.
The issue I see with the crit chance card is that it effects base damage. So a tower leveled up to having a 15 damage multiplier looses 15 damage per shot (on that damage type at least) for a a 15% chance of double damage. Since the multiplier is where you get most of your damage, loosing base damage is actually a notable hit to tower power unless you have some really high level towers that can then crit more consistently. If you could get, say, a mortar to level 35-40 and have the crit chance, that could really soften up targets for your other weaker towers to mop up. Overall, I am digging this game. The tile generation means that every run has a completely different map, and using experience to buy cards for a draw deck means you'll have different towers with different bonuses. The more cards and passives you get, the farther you can get, the more XP you get, the more cards you get, the more variety you get each run that can go longer, and so on until you unlock everything and then you still have the entertainment of the random maps and the raw variance of cards in the deck means each run will still feel different even drawing cards every turn until the runs go long enough that you've drawn most of the deck.
You could view the crit chance as a 1% dps per tower level. Since you also lose 1 flat damage, the break-even point would be at level 11 if towers started at 1 base damage. But since they start higher, the break-even point is lower than that. As a side-effect, with the crit you can get lucky or unlucky with damage.
Just take a frtification. It gives you more health - you will last longer. And with only 10 HP getting +1 means 10% boost in health. That's significant.
Except why? All dps you're missing out on means the losses compound even more, a couple extra HP are entirely worthless when all the losing scenarios are complete Ls - 10 % is a laughable amount, considering it does almost nothing.
Progress might be a bad idea. Progress mortarshells miss a lot because ballistae snipe the targets. Maybe most health/most armor works better since those are the ones the ballistae can't snipe.
@@TimoRutanen theres the little guys that keep killing him that the ballistas just don't have enough dmg/firerate to take care of but 1 mortar on progress upgraded evenly could.
@@vincentblackstone1865 The problem is that there's usually a few little guys, and the progress target will fire the mortar at the first one. The same one all the ballistae are shooting. He tends to die and then the mortar misses because the shell flies so slowly.
Yeah no, I was super excited seeing it getting released today. It's like 15$ bucks in my currency and proably $10 USD on your side. Seeing how unpolished the UI and everything is at it's current state, definitely not worth the money. I would have bought it if it was 5 bucks though.
The thing I don't get is how he says AAA games are formulaic.. all games are formulaic.. he literally has like 10+ playlists of just rogue likes. This isn't much different that the rest. And an hour of this is pretty boring. The only reason it's interesting at all is because he is talking. Aside from the ballistas and morters and sprayers doing more damage and you making it to longer rounds there is nothing else of substance in this game.
Aaa games are formulaic.. but so are good rogue likes. A formula doesn't equal bad. Kinda shit stance to write something off without even looking at it.
I assume he means the formula is tired, and that AAA devs have the resources to make anything but will only churn out repetitive games for the most money per effort.
This game needs to come out faster. Trying to find another TD game to carry me to launch and they're all just annoying after seeing the mechanics here.
Dude... Why do you keep putting your balistas so far away from your tower? You should have at least 2 butted up against your tower. That's how you keep those stragglers from getting in. You make these mistakes just to spurn people to buy the game and do it right themselves, don't you?
Unless the tower has a proximity buff like the little houses do, then you want the tower on the edge of the attack radius of the "last line of defense" towers. Gives them more path/time to shoot at the leakers.
If they are further away they get more shots off because they start firing sooner, and fire as the enemies approach the ballista and also as they run past the ballista. If they were right on the Tower, they would only fire as they approach.
40:49 the mortars don't shoot the enemy, they shoot where the enemy is gonna be when the shell lands
I think the targeting in this game seems really important. You’d probably get further if you utilized the targeting system a bit more efficiently by using all three target slots. I.e. putting a mortar on most armor, then most health, then progress or something like that so everything is always targeting something specific instead of just progress
On top of that put the spray towers at the beginning of straightaways instead of at roundabouts.
Also some of the ballista etc at the end of the run should be put to target the least health. That would minimize some damage to the tower.
Everyone, keep in mind that these games are best played via experimentation. Putting backseaty comments in will just cause Wander needless stress.
@@MinuHex Your comment just caused me some needless stress.
Progress targeting seems to often make the mortar shells miss totally because of ballistae sniping the first targest. Because they also default to progress which is reasonable for them.
18:03
Wander: I wish I could do least Armor, least Health
Me: but you can???
probably the most hyped I've been for a game for a while. Kinda hoping it's not priced crazy tho.
I'm hype too! Luckily the dev said maybe around $10 or $15. No official price tag yet, though.
@@shawnhiggins1005 they basically already did that with some let's player's
I did the calculations and since the toxic sprayer bois do AOE damage, it is mathematically better to:
1. Place them AFTER all the paths have converged and the streams of enemies became one so the poison turret deals more damage overall
and
2. Place them right at a 90 degree turn so the enemies walk towards it and spend the most amount of time getting damaged by the toxic spray cone 👍
3. And also as early as possible to give the poison time to work.
@@Jikkuryuu Having them early also works with mana. Those activate first at the start of the round and then deactivate toward the end to let mana build up again.
Yo that first run had a cracked map spawn! Imagine that run after you got the card draw upgrade, would have been epic. Can't wait for those frost towers to start snowing :D
This music is really drawing me to this game
The dev is a really good musician
Interestingly that music is pushing me away from the game. Hope there's other soundtracks because this speedmetal drumroll is not my thing at all.
The music would be solid if it wasn't for all these completely out-of-place double bass patterns. It's just too much, as much as I like Vadrucci, this isn't it. The second track is much better in my book, but if anything, I can see this music putting folks on the fence more so than anything else.
The mix of metal drums and baroque music is chef's kiss
Absolutely keep playing this one, please. I expect bloons levels of mastery from you, good sir.
I enjoy this game so much, and can't wait for the release
Do hope to catch more Wander playing it both on RUclips and on Stream
Had to watch the VOD yesterday to enjoy more of the game, thank your Wander for blessing me with years of fantastic videos
I love this series so much!!!!
please continue :D
If you look at the top, a level is every expansion. And you draw cards at every 3 expansion, so each one is a flat decrease of 1 level.
I can agree with your AAA games point, they all use the same mechanics and just feel like carbon copys of other games, Indy games always come with their own learning curve and usually don't even hold your hand in learning them, where as AAA always over explains everything and just ruins the interest in the game itself very quickly.
The issue I see with the crit chance card is that it effects base damage. So a tower leveled up to having a 15 damage multiplier looses 15 damage per shot (on that damage type at least) for a a 15% chance of double damage. Since the multiplier is where you get most of your damage, loosing base damage is actually a notable hit to tower power unless you have some really high level towers that can then crit more consistently. If you could get, say, a mortar to level 35-40 and have the crit chance, that could really soften up targets for your other weaker towers to mop up.
Overall, I am digging this game. The tile generation means that every run has a completely different map, and using experience to buy cards for a draw deck means you'll have different towers with different bonuses. The more cards and passives you get, the farther you can get, the more XP you get, the more cards you get, the more variety you get each run that can go longer, and so on until you unlock everything and then you still have the entertainment of the random maps and the raw variance of cards in the deck means each run will still feel different even drawing cards every turn until the runs go long enough that you've drawn most of the deck.
You could view the crit chance as a 1% dps per tower level. Since you also lose 1 flat damage, the break-even point would be at level 11 if towers started at 1 base damage. But since they start higher, the break-even point is lower than that.
As a side-effect, with the crit you can get lucky or unlucky with damage.
I thought you lost exactly one base damage, but the crit multiplier scaled???
Just take a frtification. It gives you more health - you will last longer. And with only 10 HP getting +1 means 10% boost in health. That's significant.
if youre taking damage to your tower then its already a losing battle, especially since you get no money from the enemies that get past.
Except why? All dps you're missing out on means the losses compound even more, a couple extra HP are entirely worthless when all the losing scenarios are complete Ls - 10 % is a laughable amount, considering it does almost nothing.
Damn, 50 minutes on the dot
Great video looking forward to more.
Just watched the last video, rogue style games are my favorite.
You need to leave some of the mortars on progress as you keep leaking lives due to weak enemys that the ballistas can't deal with.
Progress might be a bad idea. Progress mortarshells miss a lot because ballistae snipe the targets. Maybe most health/most armor works better since those are the ones the ballistae can't snipe.
@@TimoRutanen theres the little guys that keep killing him that the ballistas just don't have enough dmg/firerate to take care of but 1 mortar on progress upgraded evenly could.
@@vincentblackstone1865 The problem is that there's usually a few little guys, and the progress target will fire the mortar at the first one. The same one all the ballistae are shooting. He tends to die and then the mortar misses because the shell flies so slowly.
This game's music goes HARD!!
two things are constants death, and taxes
I am exited to play this self on January 28th
then end of a line might be the Occult Shrines
liking the game so far from what I have seen
game is awesome i love it
im enjoying this very much. id like to see some frosttowers tho :)
Nice video, looking forward to release of this game or more videos from content creators.
Is that the in game music? It's an absolute banger!
His mortar placements bring me great pain
Why doesn’t he upgrade the towers to do more damage to armor, shield, or health??????!?!??
i thought your voice was small untill i maxed my volume lol
if the towers are strong less = more
almost like heavier units do more
Can't wait to try this. It's probably gonna be like $5 too.
Yeah no, I was super excited seeing it getting released today. It's like 15$ bucks in my currency and proably $10 USD on your side. Seeing how unpolished the UI and everything is at it's current state, definitely not worth the money. I would have bought it if it was 5 bucks though.
Neat
Very good
this would be really cool to play on mobile/ipad
i wonder how much it will be for it
Honestly does this game have enough depth..
The thing I don't get is how he says AAA games are formulaic.. all games are formulaic.. he literally has like 10+ playlists of just rogue likes. This isn't much different that the rest. And an hour of this is pretty boring. The only reason it's interesting at all is because he is talking. Aside from the ballistas and morters and sprayers doing more damage and you making it to longer rounds there is nothing else of substance in this game.
Yo
Wrong place at perfect time
I want this game so hard
Aaa games are formulaic.. but so are good rogue likes. A formula doesn't equal bad. Kinda shit stance to write something off without even looking at it.
I assume he means the formula is tired, and that AAA devs have the resources to make anything but will only churn out repetitive games for the most money per effort.
This game needs to come out faster. Trying to find another TD game to carry me to launch and they're all just annoying after seeing the mechanics here.
this is the game made for wander it's called Warm Snow
Will this game be free? (Its for my wallet)
No, but the dev said around $10 to $15
woooo, 666th like
Dude... Why do you keep putting your balistas so far away from your tower? You should have at least 2 butted up against your tower. That's how you keep those stragglers from getting in. You make these mistakes just to spurn people to buy the game and do it right themselves, don't you?
Unless the tower has a proximity buff like the little houses do, then you want the tower on the edge of the attack radius of the "last line of defense" towers. Gives them more path/time to shoot at the leakers.
If they are further away they get more shots off because they start firing sooner, and fire as the enemies approach the ballista and also as they run past the ballista. If they were right on the Tower, they would only fire as they approach.