This probably won’t be responded to but it would be cool if at the beginning of the game the huge player would emerge out of the water with screen shake just to show the power of the huge player
Tbh I wouldn't be surprised if it was, this is just some normal guy doing a game for fun, not preparing for a 5 year development commitment to a tower defence game. So i think it's pretty fair if he abandons it in a while.
When you make "content" instead of games because it's the only way you can fund a dream project you'll never have enough time to make, that tends to happen
Definitely add more maps. I think that the maps can be longer or divided into diffrent difficulties. You could also take inspiration from the game rock of ages. It's a similiar game to yours. You could add towers like fans, hot air balloons that shoot from the sky, some enemies that attack the mini player and you must run from them. You could also add a mode where the gian player is played by a bot. Your game is very interesting and has a potential. Take all the time you need. This game will be amazing!
A cool ability for the runners could be a smoke screen making them invisible to towers as long as they're in the smoke screen. Or like a small EMP to temporarily disable surrounding cannons and or machine guns.
Smoke Screen (should come under utility ig) sounds good for longer maps, but disabling surrounding cannons sounds broken as other players can take advantage too. Imagine 5 people skipping more than half of the map by precisely using the ability one by one, or using the ability at tough spots, thats when the giant guy's strategy can get ruined.
@@dhrumildave4221 well he could also implement a system to where only one person can own that skill or smthn like that. im not suggesting like an operator based tower defense but i think just like ultimate skills that not everyone can have.
Would be cool if you had Grass, Lava AND rocky map (u have grass and lava but i think a third map would be cool, water + rock doesnt seen like a bad idea to me) You asked for ideas, so i have some here: Towers Push tower (blasts a wave of air at player and gives them a good amount of knockback) Sniper tower (maybe the only tower that actually does damage? Shoots once every 5 seconds but evaporates the player in one landed shot) Abilities Quake (literally just an earthquake which gives screen shake and moves the players vigorously left and right, throwing some of them off the sides if they arent careful) Skill tree Air resistance suit (player gets zero push from any towers which push players using air. However, due to the weight of the suit, the player speed is reduced.) Suction cup feet (Earthquakes dont affect the player, since he is attached to the floor. However, the player cant jump as high.) Please let me know what you think, ill try come up with more ideas if you like these 😅
Maybe you can have a system like smash bros % where the more damage taken = the more knockback done. So the machine gun can deal the damage to make you more vulnerable to the canon’s knockback
I know you spent hours on how the legs are animated now, but I really do think the physics based walking is a lot more appealing, and adds more challenge. If physics legs are re-added, I think a tower that’s basically a fence would be cool, as it would make it mandatory for the player to jump and clear the fence without tripping, also making them more vulnerable to knock back. A grabbing mechanic could be cool as mini players could save others by pulling them back onto land, also adding strategy to having a heavier player hold on to the lighter player.
It would be cool if the big player had incredibly realistic and defined textures for no reason other than making him feel from a higher plane than the others
This looks really cool but right now there is a couple concerns I have. It looks like towers aim at where you are meaning speed and jump upgrades make you untouchable. Shields physically block shots so you can have people up front tanking requiring turrets on each side canceling both turrets. You designed the map before the upgrades so people can jump 2-3 important gaps causing potential issues. Using the time stamp of 2:30 as a visual reference. From start to the right bend. From the left bend to the end. The S at the end of the level. You must cover all 3 major gaps or speed players can ignore anything you build yet if you cover those gaps shield players have to block less. You actively have to cover 6 gaps for speed players specifically and those gaps have to be able to handle a shield player drawing aggro away so 3 speed players can't just jump but also not neutralize other towers with an equal force. To cover these gaps have significant risk as towers may be used as potential platforms or knock back meaning non-speed players gain an option to make it. This is why if you want an area which requires a specific power you want 2 uses of said thing. For example that gap between start and the right bend imagine it was bigger with an island in the middle. The island requires a speed or jump upgrade to jump onto and requires it to jump back onto the main path as well. This little bit of distance makes exploiting towers harder as it has to be done twice and also lets the builder make a trade off. A tower at the first jump effects everyone, a tower at the second jump only effects jumpers and pushes others down the path but because the jumper is on a small island it is much more likely to knock them off into the water.
You should make an upgrade that lets the little player destroy 1 tower when purchased. It could be cool for utility. You could also make a skill points system if you haven't already so better upgrades cost more.
Suggestion: Wall tower that blocks the little guys from jumping across sections, however it can be broken after it's impacted enough times Probably can only be placed in water instead of on the track
U will probably not react but just in case. Idea for the game: A flamethrower that if u get hit u turn black. Another idea: Party mode. U can create a private server with 20 people and they will all have a party hat on with 20 random colors. Oh and also make random six digit codes. Another idea: For party mode make the host the giant. Another idea: Add customisation. Another idea: Add a special map for party mode thats fucking large. And please a that u can choose maps like u can choose between 3 [ Including voting ]
My only idea that doesn’t seem to have already been said is a Tesla tower for the mega player that tazes the mini players. Instead of knock back it stuns them for a short period of time, potentially making them more vulnerable to other towers since they can’t reorient to face the attacking towers (or they can collapse, making them harder to hit, but still unable to dodge) Another thing is tower affects that are extra effective against mini player upgrades. Like the Tesla could be extra affective versus the colossus metal shield, but useless versus the force field. This would provide an extra layer of strategy for both the mega player and the mini player as they attempt to predict and counter each other with upgrade trees.
This is so awesome! I remember seeing your videos back when you made your first game and experimented with fractals and it's really cool to see you working on a Steam game now.
Some ideas to add: Traps: Sticky traps or bear traps to hold person in place. Runner weapons tree: Use specific weapons to break limited pieces of equipment from tower team, but the weapon i limited use too. High risk to reward tree. Stealth tree: Hide from auto targetting sights of guns for a limited time. Smokescreen an area to block sight for a group. Ice gun: slows area shot.(glue gun in bloons td) Wild endgames: Getting a point where the upgrades are insane to watch for both teams is always a dream to see. Upgrades like stats might be cool.
A few ideas 1. Allowing the big player to make the track longer 2. Another tree for offense, which allow you to mess with the big guy, like a bow and arrow that let you temporarily take out one eye, which makes half the screen black, or go AoT and get ODM Gear to pester the big guy while your friends run for the exit. 3. A tower that sprays soap, which deals no Knockback, but reduces players Knockback resistance. You could alternatively just make it into a Spray Tower that can have pepper spray to temp blind, expanding foam that makes it difficult to move, etc. 4. A night map with fireworks, where the deal-damage-to-big-player-orbs will instead fly at the big player to deal the damage, rather than just making a number go down
I would recommend against arbitrary visual things. They either just stop people from playing the game, which no one likes, or don't do enough which makes them annoying but not impactful.
Here's a few ideas off the top of my head: -more active abilities for the miniplayers Currently they seem to only have passive upgrades, active upgrades whilst something that tower defense rarely have for their enemies will be very good for replayability since you can try out different strategies, some ideas would be: being able to stun the big player for a few seconds, not allowing them to do anything. Or maybe just a grapple hook ability that will allow you to skip certain parts of the track These ability upgrades could be a seperate tree and dependant on which map you're playing or just accessible everywhere depending how you do it As for more passive abilities you should add a cyborg abil9ity to the tank tree, It would make you super resistant to knockback and enhance that weak shield that protects all angles And my last idea is simple: synergies between upgrades: For example speed shoes + cyborg = rocket shoes just stuff like that that makes certain combinations more powerful, would be a useful balancing tool for stuff that might be a bit weaker whilst giving that extra bit of depth to the game
I like your first idea, but stuns are never the way to go. One of the biggest principles of game design is player agency, and taking that away is one of the worst things you can do. A prime example of this is brig when she released for OW1 a while ago. She took away players agency with tons of stuns and ruined the game for a while
Yoooooo absolutely sick work bro! I know how hard implementing all that was with Steamworks on Unity. You should be super proud. I'm super glad to see you moving to a game concept you have the rights to! Wishlisted ^-^
Being severely addicted to btd6 and tower defense RUclipsrs, I think the main “lose condition” in tower defense games is either 1. Lots of health or 2. Lots of numbers At the moment you’re leaning very hard on lots of health- which means if you can manage the 2-3 runners then they’re essentially trapped at spawn. It would be cool to be able to spawn minions, clones, holograms to distract turrets etc to give the runners more options than just upgrading themselves, and it gives the defender something to think about even when the players are stuck at the start Also a good way to encourage collaboration! One player dumps their money into tank stats and rocket boots, the other spawns a buttload of really fast units, then that could be a winning strategy I would absolutely love to play this game with my friends and I hope it succeeds! You got this
Dang the character has a BIG cake. Some ideas I have for the game would be an ability where the players can temporarily freeze the big guy for like 2 seconds. But, this would be like 1000 points or smth.
My idea is that there will be two categories of "attacks" from the huge player 1 towers and 2nd powers. The powers would be like the lazer so you would just use them for a moment and the towers stay there f o r e v e r
Suggestion: An accessory which makes the player smaller/bigger. The accessory which makes you bigger gives a bigger hitbox but more tackier, the accessory which makes you smaller gives you a much smaller hitbox but much less tanky.
Player ability idea, and some towers PLEASE NOTICE ME Name: Awaken, My servant or Mighty Warrior This ability will let you spawn as a mini player that has a sword/gun, being able to kill/push the enemy mini survivors(the players that survive the cannons and stuff), you will control this for 30 seconds, but mini survivors will have an upgrade in the utility node that lets them kill the mega player's minion For towers: A crossbow, slow and medium knockback but has a HUGE range, for final upgrades it can be either a double crossbow or a crossbow with fire arrows A flamethrower, constant speed and will be AOE (can hit multiple players) but extremely low knockback, can be either a bigger blue flamethrower or a red flamethrower, blue will have increased range and aoe, red will turn into single target and will have a better knockback A flying book that shoots thunder strikes, for speed it will be constant, like a flamethrower but single target and decent knockback, can be upgraded to a big, slow fireball or a fast, small energy ball that will deal nice knockback
I have ideas but first just want to say awsome idea I love upgrades in tower defense games (that's why I like bloons so much) so the fact that they can branch is awsome def buying this when it comes out but enough of me being nice time for meaner me Cannon: The double cannon could evolve to be a burst cannon which fires 4 Shots in quick succession The Mega cannon could evolve into the spiked balls cannon which sticks to a player and weighs them down alot And this is all I going to say since I don't wanna make you feel pressured anyway great game keep it up, also how do you earn points?
Adding a player vs boss player boss fight? Like the regular players have to use unconventional means to damage the boss. Or a pre game PVP mini game to decide who the big bad is. Except when later when the boss needs to be picked the last one cannot be in play.
I have a good idea what you can add. you can add consumables, for example, an item that slows down the rise of water or something that can be thrown in a turret to stun them for a while
Think it might be cool to have catapults, ballistas, and hwatchas with the catapults being able to launch rocks into the are very slowly that would squish were just launched everyone near them far away, lister's would also have a long reload time before shooting out one giant bolt that would spear someone off the edge if it hit them and the hwacha would have a very wide radius rapid fire. I also think it would be kind of cool if the big guy couldn't just tap water to send a wave at the players that they would have to dodge or jump over or something as a more active way of trying to stop them but the way would obviously have to be done at a fire their point as to not just be unfair.
I just stumbled into this and it looks fun. if you want suggestions on additional features, may I suggest a level editor so players may make their own maps to play on. And maybe a character customizer, so you can add custom skins, colors, and maybe be able to play with the body shape slightly. Either way this looks like a lot of fun
You Should Add A difficulty setting that all players vote on that will decrease the Tower Placer's Tower cost and increase the little people's upgrade cost. You could Also Make Each Mode Choose between random maps that are for "Easy" difficulties or "Hard" Difficulties. Just an idea, Love your content btw.
It shouldn't do both at once, there should be an optional to increase/lower costs for both Builders and Runners without influence on the other. Even just lowering the cost for one side massively hinders the other. They now have to dodge more towers or have more upgrades, in the runner's case they have 1 upgrade more a player.
Seems like a pretty cool idea. There should be a few differn't game modes. One mode that would be cool is if players also take turns at being the big player in rounds. Also, a mode with everyone on the track and multiple big players (although networking might be tricky there) on a larger map where it's last to survive).
make an crossbow turret that sent arrow to the player , if the arrow touch a player the arrow stay attached to the player for like 30s , the crossbow shoot slow but they have good knockback in the special upgrade that can transforme into a bow ta shoot more frequently or an 3 arrow lanching crossbow
Imagine if the game was free or cheap and had a skin system, so people could pay for extra textures or colors, while not interfering with the upgrade system. That way, more people could get it while still getting revenue to keep the game up.
Some upgrade ideas for the littles: 1. Bridge parts: work together to accumulate and protect the bridge. There are order of piece sequence for example triangle symbol must follow by rectangle symbol. 2. Glue gun: temporary disable a tower. Ideas for big man 1. Rolling Boulder 2. Flat escalator: (>>>> on the ground) 3. Flowers on spawn room / rainbow on spawn room: increase spawn time 4. Health regen: the reason for this is because I think the main goal should be establishing momentum for your side and outpace the opponent. The littles should gather resources to make their journey faster and faster. And outpace the big guy’s regen.
What about making the blackhole be able to evolve into the sun, or make a sun ability in itself that can interfere with player movements a slight bit so they always have to move a bit in the direction that the sun isn't pulling them to compensate, similar to how you would plot of course of 350 when navigating but have to do 010 because the wind is push 20nauts east
you should add a super ability for the small players that the can get from the level trees like utility can make a shock wave that can disable the Towers (you can also add towers that will counter that) and the speed one can like give everyone beside you be really fast movement and the tank can like make you really slow but literally invincible so people can use it if there is a spot on the map that is full packed with guns so the big player will need to strategize and not like spam all of the towers in one place and you can change some those stuff up just it will be really cool if the small guys will have something to clutch with in the game like imagin if you will be so close to death and then you use the tank ability
ADD some troll dancing or other animation to mock the rest of the players in the game, ADD a way for the small guys to work together like stand on eachothers shoulders or build a human bridge or work together similar to how ants work together i can see this game having a ranked system and everything KEEP IN MIND fortnite was a joke game at first save the world was the main game i was there during the development of both (not working but as a player) i played from start to finish and that game went nuts bigger than any game on the planet at its peak so just keep thinking like a gamer an add fun stuff man with the state of gaming right now being so bad you have a great chance to build a game for fun unlike every game now trying so hard to be a cash cow game for the devs or publisher GOODLUCK you have somthing here.
What do you mean all the recent Nintendo games look good.they’re some very good indie games in development. Games like cult of the lamb is here and slime rancher two is getting updates.
you could add environmental traps, like strong winds, tsunami waves, volcano. Maybe Ice fields that are slippery Consider making your maps with verticallity in mind. Let minion-players be sneaky. And finally 3D
Maybe a spring like from clas of clans but it goes of randomly and the little people have to dodge it. Also maybe there can be a shark that the big guy can spawn to attack the little people. Then finally when the big guy looses a nuke goes off and blows him up.
Holy shit, this looks good. I'd definitely wanna play a game like this. Maybe give the Big Guy an ability called Dead Eye Stare? It'll basically lock the Minion in place and prevent them from moving, but it'll also mean they take reduced knockback and damage til the ability ends.
Towers you could add: Leaf blower tower Tower that spawns mini players to attack normal players Rocket tower that the mega player fires manually and can also control the rocket Mini player power ups: A glider A gun that temporarily freezes towers A suit of armor that if you shoot it breaks off a part of the armor
Random idea: spiders Mega player:the spider will shoot webs that knock back the mini player and slow them the upgrades will make it slow the mini more and give a bigger radius for hitting Branching upgrade1: mega spider will halt the player’s movement but has a low fire rate and won’t do any knockback but all knockback delt by other towers will apply but weaker Branching upgrade2:volley weaver will shoot webs at a quick pace many times but will need to charge after a volley of webs but will have a smaller then starting web size Mini player:the spider will stick the player to the ground for less knockback but you have to go back to the spider to move without being basically on a leash and upgrades will let you get less knockback Branching upgrade1:more spiders will let you put down more spiders (max:5) but you will move slower but get well less knockback Branching upgrade2: grapple it will let you grapple a radius to go farther in a short time and get back to the land and the upgrades will let you go for a bigger radius
you should be able to give your character cosmetic that have no bonuses but just look cool and you could get them by completing challenges to get FTs (fumble tokens) to then spend with a new npc to get cosmetics
List of idea for you The triple machine gun can turn into a big block of a bunch of machines that can shoot all to one’s and do a lot of knock back in a big area or it can turn into a big and more powerful version of the machine gun. The Gatling gun can turn into a laser Gatling gun or a Gatling gun made from little Gatling gun that shoot a lot of small bullet everywhere The blackhole can turn into a powerful blackhole that suck in particles and pushes the play or a big blackhole that suck on the player more The big shield can turn into a portable bunker that is tanky but have little hole that the bullet go though or turn into a big heavy metal shield that is like the big shield but is super tanky and slow you down and make it harder to jump. The force field can turn into a shock wave force field that can explode and deactivate any nearby gun or mechine but goes away for a little or turn into a life field that gave you a extra life. New tower idea. A radar tower or it can be something else that can stop any that is mechanical that the player have from working or it can boost tower or it can effect the wind and mess up a player jump New tower idea. A wall that bounces you back if you hit but you can jump over it but later upgrade can make it higher New path idea. A invisibility path that can help you fool the gun or the big player with hologram or thing that make you hard to see which the first new tower idea can deactivate it By Minh Nguyen
The problem I see with this game at the moment is that once the huge player has played it enough times (or they copy someone else) they’ll know the optimal tower placements and upgrades making it boring for both the huge player and the mini players, something that could solve this is making the maps randomly generated or by adding extra depth to the upgrades the mini players can buy to make the outcome of each round more unpredictable
Add something that could make the small players have abilities like: 1-summoning a clone of yourself that lasts for 7 seconds 2-becoming invisible for 3 seconds(invisibility makes towers not target you) 3-uno reverse card that stun towers
the mega guy should get a slap ability wich swipes across the map and you have to jump over it and split towers and the mega guy's ability into two tabs
Since players can jump across gaps to shortcut the map, make sure you give the builder some tools to counteract that. It would be so funny to have like a "flyswatter" tower that I can manually activate to swat players mid-air
it would be neat if the map design incorporated the gameplay more, like certain maps could have exclusive upgrades. also, imo it’s more fun if the maps are designed around a few strategies, like creating chokeholds but also including areas where the player can take a risky jump to skip the placehold. super creative definitely wishlisting
A good idea for the Big Player would be a choice of Upgrade where they either get: The Option to put towers on a fixed path, where the total Tower slides back & forth shooting at intervals; which can branch into either: Shooting at players, with a range that it detects before it starts shooting, or choosing a fixed point that it is constantly shooting at, even if no players are in range, but the projectiles dissapear at a certain distance. The other option could be related to rotation or homing, projectiles spinning more accurately. I noticed the towers do home in, but if they had predicitve targetting before firing, so the cannon shooting just in front of players, or the machine gun adjusting its spread based on how close the target is (Maybe called 'Smart Targetting') could allow for different tower placement options.
Ice hazards. Make the ground slippery or otherwise force small players to slowly drift in a certain direction. Spring traps that knock them up in the air and make them more vulnerable to knockback. A smoke trap that messes with player controls for a short period, with cooldown between puffs. Pendulums, basically just the spinning bar with a rock or something at the end, but spinning perpendicular to the ground. Ground thorns that may cause players to trip or ragdoll. A smoke bomb for small players that will momentarily block the giant players view of a part of the map. An upgrade for the giant player, allowing them to directly control a specific tower. A mortar tower with a wide range that does aoe when it hits, but low accuracy. An ability for the giant player that allows them to create a gust of wind in a chosen direction. This could be powerful in a narrow line or weak but spread over the entire map. Upgrade trees for the giants like storm, ice, and fire giants. With each one having different special abilities and buffs to certain towers. Possibly make super towers available to specific ones. A fire effect that makes players move faster but sporadically, i.e. they will randomly swerve by some ammount. May also be worth adding wider maps with multiple possible paths that overlap in places. Would require balancing. Lightning towers that stun tiny players for a moment. Wouldn't want to be too long, but enough to give other towera a chance to do some damage. A player ability to temporarily shut down a trap or tower. Probably higher level utility. A giant player ability to slam down their fist and cause small players to bounce up in the air. ...i can't think of any more for now. Sorry for the super long comment and i hope this is useful in some way.
a firework balista, shoots fireworks that either explode when the projectile gets near a player, kinda like a flack cannon, when the firework explodes if pushes players away, or make the fireworks stick to players and apply thrust pusing the player in the direction that the firework is pointing while its stuck to them
Suggestion: 1. A flopping fish tower. A fish that flops around and deals knock back. 2. Special effects that towers can give e.g. less knock back resistance, blindness, slow, less jump, and some crazy ones like inverted controls, inverted screen, etc.
List of ideas: 1. probably add natural disasters for the huge player 2. Add A voting System/ choose if big player is a player or bot 3. at bot for the huge player in the voting system 4. level system/level up system for player 5. admin commands for owners (if you can do that)
This is the first time i see you, and im already a huge fan of what youre doing I am absolutely thrilled to get this game it looks so funny All i ask for is a wider variety of playable characters (good luck with modelling those lol) and if possible to allow steam link remote play support so several people can play within the same screen/pc If you do decide to implement remote play into it then i think having a top down view with a dynamic camera that subtly follows the general direction of all mini players might be the best way to go In any case, good luck with development, really excited to see how far this project goes
Maybe an elements tree that branches into towers that can produce effects like lightning/telsa towers, ice/freeze towers, fire/flame throwing towers, and water/hose towers. And if you use them in conjunction with each other, (maybe they only fire in a fixed position at certain time intervals) you can produce combo effects! Like water + lightning= electrified puddles, ice + fire = a whirlwind, and water + ice creates slippery ice puddles/areas.
A map with an ending and also a branching path that leads to some huge thing like a trebuchet or ballista, that can be used once per game for an extra hit on the big player, but it requires several mini players to operate and you have to hit an eye
The Game Idea reminds me of a now dead Game called Dungeon Land, the difference is just that is wasnt a Tower Defence Game but a Diablo like with Dungeons. Maybe you can add some Minions that walk towards the Small Players, like Minions that block their Way or make it just harder to get across the Path. Good Work tho!
This reminds me of this Lego style building game called blockland and people would build “deathruns” where one group is in an operating room triggering traps while the other group tries to navigate those traps
looks fun, a thing I'd imagine to be cool would be a skin for the big guy that influences the theme aka abilities (but think that'd be hella time intensive to implement)
I think your idea has some problems: Mini players should have separate lives, like playing Fall Guys on a team, or a good mini player is going to be pulled down by the noobs on a pub. It sounds like placing the towers requires some strategy, strategy a new player might not have and it's kinda weird that a noob giant player loses 3x the ammount of lives as a mini player, when he's supoused to be more powerful. If you're going to continue with the 10-10 lives, don't fork the improvements so much, think about the limit of rounds that those lives will allow. Pre-round 1 upgrades for the mini players would be cool, this would bring diversity of gameplay from the start and allow mini players to strategize and play a bit more cooperatively
This probably won’t be responded to but it would be cool if at the beginning of the game the huge player would emerge out of the water with screen shake just to show the power of the huge player
That sounds amazing in the game, I mean the big player is HUGE!
Thank you :D
Topple the kaiju
Why did you say, “this probably won’t be responded to”? You’re not the center of the world, nobody has to respond to you. Don’t be such a baby.
@@heelercs somebody woke up on the wrong side of the bed
this has so much potential. I hope it isnt abandoned like all the other dozen of these 'i made a X' type games
cough cough -dani-
@@breakmeoffapiece8404 true
@@breakmeoffapiece8404 His videos feel like offbrand Dani videos
Tbh I wouldn't be surprised if it was, this is just some normal guy doing a game for fun, not preparing for a 5 year development commitment to a tower defence game. So i think it's pretty fair if he abandons it in a while.
When you make "content" instead of games because it's the only way you can fund a dream project you'll never have enough time to make, that tends to happen
Maybe a tower that summons little creatures who walk the opposite direction of the player and clutter up the track?
good idee
Maybe also using the slap mechanic
basically necromancer from btd6
Yes
@@youraveragerobloxkid slap your way out from the attack of the minions
Definitely add more maps. I think that the maps can be longer or divided into diffrent difficulties. You could also take inspiration from the game rock of ages. It's a similiar game to yours. You could add towers like fans, hot air balloons that shoot from the sky, some enemies that attack the mini player and you must run from them. You could also add a mode where the gian player is played by a bot. Your game is very interesting and has a potential. Take all the time you need. This game will be amazing!
yea obstacles would be pretty cool
and maybe some of the maps have varying heights so that the players either can't jump on them but can fall back on them if needed
A cool ability for the runners could be a smoke screen making them invisible to towers as long as they're in the smoke screen. Or like a small EMP to temporarily disable surrounding cannons and or machine guns.
Smoke Screen (should come under utility ig) sounds good for longer maps, but disabling surrounding cannons sounds broken as other players can take advantage too. Imagine 5 people skipping more than half of the map by precisely using the ability one by one, or using the ability at tough spots, thats when the giant guy's strategy can get ruined.
@@dhrumildave4221 well he could also implement a system to where only one person can own that skill or smthn like that. im not suggesting like an operator based tower defense but i think just like ultimate skills that not everyone can have.
@@gu8995 Oh that seems good
Something I'd love to see in a game like this is VR support for the big guy. I doubt you'll do it, but it'd be really cool
Yes please, good idea
Nah if the big guy changes players each round it would be weird and irritating to take the vr headset on and off
Give the people cheeks hehehe
Maybe mobile to
There actually already is a game like that, but I dont remember the name
Big man Tower game go BRRRRRRRRRRRRRRR
Tewity, are you saying Bloons fan games are not big man games?
ㅤ
Dang
Yes it does
Brrrrrrr
Would be cool if you had Grass, Lava AND rocky map (u have grass and lava but i think a third map would be cool, water + rock doesnt seen like a bad idea to me)
You asked for ideas, so i have some here:
Towers
Push tower (blasts a wave of air at player and gives them a good amount of knockback)
Sniper tower (maybe the only tower that actually does damage? Shoots once every 5 seconds but evaporates the player in one landed shot)
Abilities
Quake (literally just an earthquake which gives screen shake and moves the players vigorously left and right, throwing some of them off the sides if they arent careful)
Skill tree
Air resistance suit (player gets zero push from any towers which push players using air. However, due to the weight of the suit, the player speed is reduced.)
Suction cup feet (Earthquakes dont affect the player, since he is attached to the floor. However, the player cant jump as high.)
Please let me know what you think, ill try come up with more ideas if you like these 😅
Maybe you can have a system like smash bros % where the more damage taken = the more knockback done. So the machine gun can deal the damage to make you more vulnerable to the canon’s knockback
Great great great idea 🔥
☝️ This
Good idea
👌🏻
Smash is amazing
I know you spent hours on how the legs are animated now, but I really do think the physics based walking is a lot more appealing, and adds more challenge. If physics legs are re-added, I think a tower that’s basically a fence would be cool, as it would make it mandatory for the player to jump and clear the fence without tripping, also making them more vulnerable to knock back. A grabbing mechanic could be cool as mini players could save others by pulling them back onto land, also adding strategy to having a heavier player hold on to the lighter player.
Or, we finna grief with the grabbing
This looks like a game Dani would make with Unity particle system
MUCK.
@@ashgrun muck
@the guy who stands there menacingly m- muck..?
@@senatorstevenarmstrong7434 MUCK!!!!!
whats the unity particle system? 😳
It would be cool to see the big guy physically placing the towers with theirs hands
Agreed
It would be cool if the big player had incredibly realistic and defined textures for no reason other than making him feel from a higher plane than the others
Oh heck yeah
This looks really cool but right now there is a couple concerns I have.
It looks like towers aim at where you are meaning speed and jump upgrades make you untouchable.
Shields physically block shots so you can have people up front tanking requiring turrets on each side canceling both turrets.
You designed the map before the upgrades so people can jump 2-3 important gaps causing potential issues. Using the time stamp of 2:30 as a visual reference. From start to the right bend. From the left bend to the end. The S at the end of the level.
You must cover all 3 major gaps or speed players can ignore anything you build yet if you cover those gaps shield players have to block less. You actively have to cover 6 gaps for speed players specifically and those gaps have to be able to handle a shield player drawing aggro away so 3 speed players can't just jump but also not neutralize other towers with an equal force.
To cover these gaps have significant risk as towers may be used as potential platforms or knock back meaning non-speed players gain an option to make it. This is why if you want an area which requires a specific power you want 2 uses of said thing.
For example that gap between start and the right bend imagine it was bigger with an island in the middle. The island requires a speed or jump upgrade to jump onto and requires it to jump back onto the main path as well. This little bit of distance makes exploiting towers harder as it has to be done twice and also lets the builder make a trade off.
A tower at the first jump effects everyone, a tower at the second jump only effects jumpers and pushes others down the path but because the jumper is on a small island it is much more likely to knock them off into the water.
there better be a voice chat system where the big guy can talk in a distorted voice
Thats a really good idea
"do the thug shaker"
that would be funny
#stolen from crab game
@@rockyinspace492 whats crab game
I'd love to see maps with wider lanes and weaker AI minions for you to run in with like an army. Would be a great feel!
I need to see content creators compete in this game
You should make an upgrade that lets the little player destroy 1 tower when purchased. It could be cool for utility. You could also make a skill points system if you haven't already so better upgrades cost more.
Suggestion: Wall tower that blocks the little guys from jumping across sections, however it can be broken after it's impacted enough times
Probably can only be placed in water instead of on the track
yea if its placed on the track it would be too broken
make it so it can be placed on land but for like 10 seconds or after 2 pouces it is broken
Or a infinut from pvz on the track
@@deltamico that could probably be a wall upgrade or something
In a similar vein: track obstacles? Boxes to jump over or traps?
U will probably not react but just in case.
Idea for the game: A flamethrower that if u get hit u turn black.
Another idea: Party mode. U can create a private server with 20 people and they will all have a party hat on with 20 random colors. Oh and also make random six digit codes.
Another idea: For party mode make the host the giant.
Another idea: Add customisation.
Another idea: Add a special map for party mode thats fucking large.
And please a that u can choose maps like u can choose between 3 [ Including voting ]
suggestion: make a tower that spawns little soldiers that try to push the player
You mean demos?
damn that wiukd be cool
that would be cool,but i think they should be slightly smaller than the player so its a bit easier for the player to avoid them
Basically summoner
necromancer?
4:10
Chill man, it was just itchy.
This game's looking amazing so far!
thanks dude
@@BraianStrak will you continue to update bloon tower defence but you're the bloon :(
@@abhikergaming7783NO
@@Stinky_malinky Really
@@Stinky_malinky that's sad
My only idea that doesn’t seem to have already been said is a Tesla tower for the mega player that tazes the mini players. Instead of knock back it stuns them for a short period of time, potentially making them more vulnerable to other towers since they can’t reorient to face the attacking towers (or they can collapse, making them harder to hit, but still unable to dodge)
Another thing is tower affects that are extra effective against mini player upgrades. Like the Tesla could be extra affective versus the colossus metal shield, but useless versus the force field. This would provide an extra layer of strategy for both the mega player and the mini player as they attempt to predict and counter each other with upgrade trees.
This is so awesome! I remember seeing your videos back when you made your first game and experimented with fractals and it's really cool to see you working on a Steam game now.
Some ideas to add:
Traps: Sticky traps or bear traps to hold person in place.
Runner weapons tree: Use specific weapons to break limited pieces of equipment from tower team, but the weapon i limited use too. High risk to reward tree.
Stealth tree: Hide from auto targetting sights of guns for a limited time. Smokescreen an area to block sight for a group.
Ice gun: slows area shot.(glue gun in bloons td)
Wild endgames: Getting a point where the upgrades are insane to watch for both teams is always a dream to see. Upgrades like stats might be cool.
A few ideas
1. Allowing the big player to make the track longer
2. Another tree for offense, which allow you to mess with the big guy, like a bow and arrow that let you temporarily take out one eye, which makes half the screen black, or go AoT and get ODM Gear to pester the big guy while your friends run for the exit.
3. A tower that sprays soap, which deals no Knockback, but reduces players Knockback resistance. You could alternatively just make it into a Spray Tower that can have pepper spray to temp blind, expanding foam that makes it difficult to move, etc.
4. A night map with fireworks, where the deal-damage-to-big-player-orbs will instead fly at the big player to deal the damage, rather than just making a number go down
Best ideas ever!!
Amazing ideas really!
I would recommend against arbitrary visual things.
They either just stop people from playing the game, which no one likes, or don't do enough which makes them annoying but not impactful.
Here's a few ideas off the top of my head:
-more active abilities for the miniplayers
Currently they seem to only have passive upgrades, active upgrades whilst something that tower defense rarely have for their enemies will be very good for replayability since you can try out different strategies, some ideas would be: being able to stun the big player for a few seconds, not allowing them to do anything. Or maybe just a grapple hook ability that will allow you to skip certain parts of the track
These ability upgrades could be a seperate tree and dependant on which map you're playing or just accessible everywhere depending how you do it
As for more passive abilities you should add a cyborg abil9ity to the tank tree, It would make you super resistant to knockback and enhance that weak shield that protects all angles
And my last idea is simple: synergies between upgrades: For example speed shoes + cyborg = rocket shoes
just stuff like that that makes certain combinations more powerful, would be a useful balancing tool for stuff that might be a bit weaker whilst giving that extra bit of depth to the game
I like your first idea, but stuns are never the way to go.
One of the biggest principles of game design is player agency, and taking that away is one of the worst things you can do.
A prime example of this is brig when she released for OW1 a while ago. She took away players agency with tons of stuns and ruined the game for a while
Yoooooo absolutely sick work bro! I know how hard implementing all that was with Steamworks on Unity. You should be super proud.
I'm super glad to see you moving to a game concept you have the rights to!
Wishlisted ^-^
Being severely addicted to btd6 and tower defense RUclipsrs, I think the main “lose condition” in tower defense games is either 1. Lots of health or 2. Lots of numbers
At the moment you’re leaning very hard on lots of health- which means if you can manage the 2-3 runners then they’re essentially trapped at spawn.
It would be cool to be able to spawn minions, clones, holograms to distract turrets etc to give the runners more options than just upgrading themselves, and it gives the defender something to think about even when the players are stuck at the start
Also a good way to encourage collaboration! One player dumps their money into tank stats and rocket boots, the other spawns a buttload of really fast units, then that could be a winning strategy
I would absolutely love to play this game with my friends and I hope it succeeds! You got this
Dang the character has a BIG cake. Some ideas I have for the game would be an ability where the players can temporarily freeze the big guy for like 2 seconds. But, this would be like 1000 points or smth.
My idea is that there will be two categories of "attacks" from the huge player 1 towers and 2nd powers. The powers would be like the lazer so you would just use them for a moment and the towers stay there f o r e v e r
Suggestion: An accessory which makes the player smaller/bigger. The accessory which makes you bigger gives a bigger hitbox but more tackier, the accessory which makes you smaller gives you a much smaller hitbox but much less tanky.
Player ability idea, and some towers
PLEASE NOTICE ME
Name: Awaken, My servant or Mighty Warrior
This ability will let you spawn as a mini player that has a sword/gun, being able to kill/push the enemy mini survivors(the players that survive the cannons and stuff), you will control this for 30 seconds, but mini survivors will have an upgrade in the utility node that lets them kill the mega player's minion
For towers:
A crossbow, slow and medium knockback but has a HUGE range, for final upgrades it can be either a double crossbow or a crossbow with fire arrows
A flamethrower, constant speed and will be AOE (can hit multiple players) but extremely low knockback, can be either a bigger blue flamethrower or a red flamethrower, blue will have increased range and aoe, red will turn into single target and will have a better knockback
A flying book that shoots thunder strikes, for speed it will be constant, like a flamethrower but single target and decent knockback, can be upgraded to a big, slow fireball or a fast, small energy ball that will deal nice knockback
This is a really cool idea
I have ideas but first just want to say awsome idea I love upgrades in tower defense games (that's why I like bloons so much) so the fact that they can branch is awsome def buying this when it comes out but enough of me being nice time for meaner me
Cannon:
The double cannon could evolve to be a burst cannon which fires 4 Shots in quick succession
The Mega cannon could evolve into the spiked balls cannon which sticks to a player and weighs them down alot
And this is all I going to say since I don't wanna make you feel pressured anyway great game keep it up, also how do you earn points?
Adding a player vs boss player boss fight?
Like the regular players have to use unconventional means to damage the boss.
Or a pre game PVP mini game to decide who the big bad is.
Except when later when the boss needs to be picked the last one cannot be in play.
I have a good idea what you can add. you can add consumables, for example, an item that slows down the rise of water or something that can be thrown in a turret to stun them for a while
Think it might be cool to have catapults, ballistas, and hwatchas with the catapults being able to launch rocks into the are very slowly that would squish were just launched everyone near them far away, lister's would also have a long reload time before shooting out one giant bolt that would spear someone off the edge if it hit them and the hwacha would have a very wide radius rapid fire. I also think it would be kind of cool if the big guy couldn't just tap water to send a wave at the players that they would have to dodge or jump over or something as a more active way of trying to stop them but the way would obviously have to be done at a fire their point as to not just be unfair.
How about a little robot factory that spawn mini player robots that can push or slow down the player?
I just stumbled into this and it looks fun. if you want suggestions on additional features, may I suggest a level editor so players may make their own maps to play on. And maybe a character customizer, so you can add custom skins, colors, and maybe be able to play with the body shape slightly.
Either way this looks like a lot of fun
1:26 DAAAAAYUM
I am actually so hyped for this game
You Should Add A difficulty setting that all players vote on that will decrease the Tower Placer's Tower cost and increase the little people's upgrade cost. You could Also Make Each Mode Choose between random maps that are for "Easy" difficulties or "Hard" Difficulties. Just an idea, Love your content btw.
It shouldn't do both at once, there should be an optional to increase/lower costs for both Builders and Runners without influence on the other. Even just lowering the cost for one side massively hinders the other.
They now have to dodge more towers or have more upgrades, in the runner's case they have 1 upgrade more a player.
Seems like a pretty cool idea. There should be a few differn't game modes. One mode that would be cool is if players also take turns at being the big player in rounds. Also, a mode with everyone on the track and multiple big players (although networking might be tricky there) on a larger map where it's last to survive).
Add a landmine that makes you fly into the air making you lose control of where you will fall
VERY COOL IDEA! wanna read my essey of a idea
make an crossbow turret that sent arrow to the player , if the arrow touch a player the arrow stay attached to the player for like 30s , the crossbow shoot slow but they have good knockback in the special upgrade that can transforme into a bow ta shoot more frequently or an 3 arrow lanching crossbow
Imagine if the game was free or cheap and had a skin system, so people could pay for extra textures or colors, while not interfering with the upgrade system. That way, more people could get it while still getting revenue to keep the game up.
Please don’t turn this into a mobile game…
only not heartet comment so it propably wont happen
Some upgrade ideas for the littles:
1. Bridge parts: work together to accumulate and protect the bridge.
There are order of piece sequence for example triangle symbol must follow by rectangle symbol.
2. Glue gun: temporary disable a tower.
Ideas for big man
1. Rolling Boulder
2. Flat escalator: (>>>> on the ground)
3. Flowers on spawn room / rainbow on spawn room: increase spawn time
4. Health regen: the reason for this is because I think the main goal should be establishing momentum for your side and outpace the opponent.
The littles should gather resources to make their journey faster and faster. And outpace the big guy’s regen.
I think you can add wall that would just prevent players from jumping over water.
Also, randomly generated maps would be awesome.
Omg, I’ve seen a lot of Devlogs, but this is such a good idea. It feels like it should already exsist
What about making the blackhole be able to evolve into the sun, or make a sun ability in itself that can interfere with player movements a slight bit so they always have to move a bit in the direction that the sun isn't pulling them to compensate, similar to how you would plot of course of 350 when navigating but have to do 010 because the wind is push 20nauts east
west actually
you should add a super ability for the small players that the can get from the level trees like utility can make a shock wave that can disable the Towers (you can also add towers that will counter that) and the speed one can like give everyone beside you be really fast movement and the tank can like make you really slow but literally invincible so people can use it if there is a spot on the map that is full packed with guns so the big player will need to strategize and not like spam all of the towers in one place and you can change some those stuff up just it will be really cool if the small guys will have something to clutch with in the game like imagin if you will be so close to death and then you use the tank ability
If you ever decide to add voice chat, add a voice changer to make the minions voice higher and the giants voice deeper so they sound funny
Maybe add echo to the giants voice
You better be able to mute everyone or i wont touch my volume settings
but make it optional. so its less annoying.
You made my childhood dream. I used to love tower defense games ever since Onslaught 2
Loved it!! What an amazing video, crying at the last clip! Can't wait for the game! #ToppleTactics 🥰
thank u
@@BraianStrak I am exited for your game to come out, I can see a lot of people liking it!
This is possibly the most hilarious tower defense game ever made. 10/10
Bro love your content keep up the good work
thanks bro
ADD some troll dancing or other animation to mock the rest of the players in the game,
ADD a way for the small guys to work together like stand on eachothers shoulders or build a human bridge or work together similar to how ants work together
i can see this game having a ranked system and everything
KEEP IN MIND fortnite was a joke game at first save the world was the main game i was there during the development of both (not working but as a player) i played from start to finish and that game went nuts bigger than any game on the planet at its peak so just keep thinking like a gamer an add fun stuff man
with the state of gaming right now being so bad you have a great chance to build a game for fun unlike every game now trying so hard to be a cash cow game for the devs or publisher
GOODLUCK you have somthing here.
What do you mean all the recent Nintendo games look good.they’re some very good indie games in development. Games like cult of the lamb is here and slime rancher two is getting updates.
This looks like it would be super fun in VR
A great idea would be a giant spawned unit that grabs small players and drops them in the water/lava but can be killed with a few slaps
Is it playable
It’s out
add little tiny parkour levels that there is no gun or cannon ball just spining things and barricades it will be fun ı think
you could add environmental traps, like strong winds, tsunami waves, volcano. Maybe Ice fields that are slippery
Consider making your maps with verticallity in mind. Let minion-players be sneaky.
And finally 3D
Wow, this is one of the best combine two genre ideas I've seen for a game in a long time. Watching!
Clever sponsor tie-in, you made it seem very relevant!
Maybe a spring like from clas of clans but it goes of randomly and the little people have to dodge it. Also maybe there can be a shark that the big guy can spawn to attack the little people. Then finally when the big guy looses a nuke goes off and blows him up.
Holy shit, this looks good. I'd definitely wanna play a game like this. Maybe give the Big Guy an ability called Dead Eye Stare? It'll basically lock the Minion in place and prevent them from moving, but it'll also mean they take reduced knockback and damage til the ability ends.
Towers you could add:
Leaf blower tower
Tower that spawns mini players to attack normal players
Rocket tower that the mega player fires manually and can also control the rocket
Mini player power ups:
A glider
A gun that temporarily freezes towers
A suit of armor that if you shoot it breaks off a part of the armor
A Achilles heel upgrade will make you super fast but fragile I feel if the mega player is almost down this would be a good upgrade
0:50 friend has a stroke “oh oh! I’ve seen this before it’s called physics based movement” 💀
Finally, I was going to die of deprivation of amazing devlogs ever since Dani stopped uploading.
The player that wins the game gets to kill the defender in a similar manner to Revengeance's first boss.
Random idea: spiders
Mega player:the spider will shoot webs that knock back the mini player and slow them the upgrades will make it slow the mini more and give a bigger radius for hitting
Branching upgrade1: mega spider will halt the player’s movement but has a low fire rate and won’t do any knockback but all knockback delt by other towers will apply but weaker
Branching upgrade2:volley weaver will shoot webs at a quick pace many times but will need to charge after a volley of webs but will have a smaller then starting web size
Mini player:the spider will stick the player to the ground for less knockback but you have to go back to the spider to move without being basically on a leash and upgrades will let you get less knockback
Branching upgrade1:more spiders will let you put down more spiders (max:5) but you will move slower but get well less knockback
Branching upgrade2: grapple it will let you grapple a radius to go farther in a short time and get back to the land and the upgrades will let you go for a bigger radius
you should be able to give your character cosmetic that have no bonuses but just look cool and you could get them by completing challenges to get FTs (fumble tokens) to then spend with a new npc to get cosmetics
Something that could be cool is if there was an option to steal from joe, and if you do, a “hard mode” gets put into effect
List of idea for you
The triple machine gun can turn into a big block of a bunch of machines that can shoot all to one’s and do a lot of knock back in a big area or it can turn into a big and more powerful version of the machine gun.
The Gatling gun can turn into a laser Gatling gun or a Gatling gun made from little Gatling gun that shoot a lot of small bullet everywhere
The blackhole can turn into a powerful blackhole that suck in particles and pushes the play or a big blackhole that suck on the player more
The big shield can turn into a portable bunker that is tanky but have little hole that the bullet go though or turn into a big heavy metal shield that is like the big shield but is super tanky and slow you down and make it harder to jump.
The force field can turn into a shock wave force field that can explode and deactivate any nearby gun or mechine but goes away for a little or turn into a life field that gave you a extra life.
New tower idea. A radar tower or it can be something else that can stop any that is mechanical that the player have from working or it can boost tower or it can effect the wind and mess up a player jump
New tower idea. A wall that bounces you back if you hit but you can jump over it but later upgrade can make it higher
New path idea. A invisibility path that can help you fool the gun or the big player with hologram or thing that make you hard to see which the first new tower idea can deactivate it
By Minh Nguyen
Also your game sound amazing
The problem I see with this game at the moment is that once the huge player has played it enough times (or they copy someone else) they’ll know the optimal tower placements and upgrades making it boring for both the huge player and the mini players, something that could solve this is making the maps randomly generated or by adding extra depth to the upgrades the mini players can buy to make the outcome of each round more unpredictable
Add something that could make the small players have abilities like:
1-summoning a clone of yourself that lasts for 7 seconds
2-becoming invisible for 3 seconds(invisibility makes towers not target you)
3-uno reverse card that stun towers
the mega guy should get a slap ability wich swipes across the map and you have to jump over it and split towers and the mega guy's ability into two tabs
Since players can jump across gaps to shortcut the map, make sure you give the builder some tools to counteract that. It would be so funny to have like a "flyswatter" tower that I can manually activate to swat players mid-air
it would be neat if the map design incorporated the gameplay more, like certain maps could have exclusive upgrades. also, imo it’s more fun if the maps are designed around a few strategies, like creating chokeholds but also including areas where the player can take a risky jump to skip the placehold. super creative definitely wishlisting
a bee swarm violently attacking the mini players and stun locking them for 5 seconds as an abilty would be horribly cancerous , i want it
A good idea for the Big Player would be a choice of Upgrade where they either get:
The Option to put towers on a fixed path, where the total Tower slides back & forth shooting at intervals; which can branch into either: Shooting at players, with a range that it detects before it starts shooting, or choosing a fixed point that it is constantly shooting at, even if no players are in range, but the projectiles dissapear at a certain distance. The other option could be related to rotation or homing, projectiles spinning more accurately. I noticed the towers do home in, but if they had predicitve targetting before firing, so the cannon shooting just in front of players, or the machine gun adjusting its spread based on how close the target is (Maybe called 'Smart Targetting') could allow for different tower placement options.
Idea for a black hole upgrade: it pushes instead of pulling
Fall guys: Tower defense 😎 (Also add a Traffic Cone Hat for one of the defense upgrades.)
This is actually an amazing game idea!
It’s out now
How has no one come up with this concept earlier?
Except for this guy, who also made the Bloons Fangame were you play as one. Pretty cool!
Also as a Suggestion for the Game: Maybe a Puddle Players can slip on? Dunno lol.
Ice hazards. Make the ground slippery or otherwise force small players to slowly drift in a certain direction.
Spring traps that knock them up in the air and make them more vulnerable to knockback.
A smoke trap that messes with player controls for a short period, with cooldown between puffs.
Pendulums, basically just the spinning bar with a rock or something at the end, but spinning perpendicular to the ground.
Ground thorns that may cause players to trip or ragdoll.
A smoke bomb for small players that will momentarily block the giant players view of a part of the map.
An upgrade for the giant player, allowing them to directly control a specific tower.
A mortar tower with a wide range that does aoe when it hits, but low accuracy.
An ability for the giant player that allows them to create a gust of wind in a chosen direction. This could be powerful in a narrow line or weak but spread over the entire map.
Upgrade trees for the giants like storm, ice, and fire giants. With each one having different special abilities and buffs to certain towers. Possibly make super towers available to specific ones.
A fire effect that makes players move faster but sporadically, i.e. they will randomly swerve by some ammount.
May also be worth adding wider maps with multiple possible paths that overlap in places. Would require balancing.
Lightning towers that stun tiny players for a moment. Wouldn't want to be too long, but enough to give other towera a chance to do some damage.
A player ability to temporarily shut down a trap or tower. Probably higher level utility.
A giant player ability to slam down their fist and cause small players to bounce up in the air.
...i can't think of any more for now. Sorry for the super long comment and i hope this is useful in some way.
a firework balista, shoots fireworks that either explode when the projectile gets near a player, kinda like a flack cannon, when the firework explodes if pushes players away, or make the fireworks stick to players and apply thrust pusing the player in the direction that the firework is pointing while its stuck to them
Suggestion:
1. A flopping fish tower. A fish that flops around and deals knock back.
2. Special effects that towers can give e.g. less knock back resistance, blindness, slow, less jump, and some crazy ones like inverted controls, inverted screen, etc.
This has so much potential as a concept, if balanced out more. So that it's more like a 50/50 chance to win/lose being the big guy.
List of ideas:
1. probably add natural disasters for the huge player
2. Add A voting System/ choose if big player is a player or bot
3. at bot for the huge player in the voting system
4. level system/level up system for player
5. admin commands for owners (if you can do that)
This is the first time i see you, and im already a huge fan of what youre doing
I am absolutely thrilled to get this game it looks so funny
All i ask for is a wider variety of playable characters (good luck with modelling those lol) and if possible to allow steam link remote play support so several people can play within the same screen/pc
If you do decide to implement remote play into it then i think having a top down view with a dynamic camera that subtly follows the general direction of all mini players might be the best way to go
In any case, good luck with development, really excited to see how far this project goes
This looks great. And also WOW the characters are THICC. Put Anaconda as the OST
Maybe an elements tree that branches into towers that can produce effects like lightning/telsa towers, ice/freeze towers, fire/flame throwing towers, and water/hose towers. And if you use them in conjunction with each other, (maybe they only fire in a fixed position at certain time intervals) you can produce combo effects! Like water + lightning= electrified puddles, ice + fire = a whirlwind, and water + ice creates slippery ice puddles/areas.
A map with an ending and also a branching path that leads to some huge thing like a trebuchet or ballista, that can be used once per game for an extra hit on the big player, but it requires several mini players to operate and you have to hit an eye
The Game Idea reminds me of a now dead Game called Dungeon Land, the difference is just that is wasnt a Tower Defence Game but a Diablo like with Dungeons.
Maybe you can add some Minions that walk towards the Small Players, like Minions that block their Way or make it just harder to get across the Path.
Good Work tho!
This reminds me of this Lego style building game called blockland and people would build “deathruns” where one group is in an operating room triggering traps while the other group tries to navigate those traps
looks fun, a thing I'd imagine to be cool would be a skin for the big guy that influences the theme aka abilities (but think that'd be hella time intensive to implement)
I think your idea has some problems:
Mini players should have separate lives, like playing Fall Guys on a team, or a good mini player is going to be pulled down by the noobs on a pub.
It sounds like placing the towers requires some strategy, strategy a new player might not have and it's kinda weird that a noob giant player loses 3x the ammount of lives as a mini player, when he's supoused to be more powerful.
If you're going to continue with the 10-10 lives, don't fork the improvements so much, think about the limit of rounds that those lives will allow.
Pre-round 1 upgrades for the mini players would be cool, this would bring diversity of gameplay from the start and allow mini players to strategize and play a bit more cooperatively