I can point out things that I don't like on some current TD games:
- Towers that don't have obvious benefits.
- Interest.
- Imbalanced units between waves.
1. Definately agree with you. I recently played a TD that had a tower which would root a creep and then give you double profit upon that creeps death. The problem was that the tower was extremely slow, targetted only one unit, and was an expensive tower to build. The tower had no use unless you had a vast quantity, but due to their cost it was bordering the impossible.
2. I have never seen this method before, but I do not think it is a good idea. It adds another level of complexity that is not needed with the potential to give the player game breaking amounts of resource. (Pool huge amount mean you get bigger interest which fuels the next interes) Either that or it is such a small benefit that it's just a waste.
3. I'm on the fence with this one. While I don't believe a model similar to Wave 1 took you 10 seconds to defeat and Wave 2 took 5 minutes, I do believe that the waves should not scale in difficulty through a linear model. I feel that this would lead to predictable game play, and make each decision set in stone instead of "adapt and overcome."
A lot of hours and solid, extensive mechanics. If it is multiplayer, a special x4 pack might be nice.
Some flash TD are really polished. But they miss the 'extensive' part. I have been trough "Kingdom Rush" recently and I'd say it's fairly balanced but with (4+4*2) leveled towers they can only take it so far, as a comparison, Burbenog had 8*(8+1) if memory serves and the degree of synergistic interaction was incredible to say the least.
By a x4 pack, you mean something like a discount for X copies, where X is the number of players available in multiplayer?
I also like the synergistic options. (Mainly because synergy is my favorite word!) The more options, the more you can play the game and still have a new experience each time.
1. Tower's should "look" like their purpose.
2. Include nifty side upgrades (like tacks and such from bloon defense) and powers like changing the direction of paths or being able to block off a path for a certain time.
3. If a tower doesn't fit exactly what I want to do let me create my own custom towers in between levels or something and give me a way to purchase which components I'd want and even tinker with existing towers with upgrade/customization points.
4. Give me a way to redeem damage.
5. Towers should take damage.
6. Customize how towers engage enemies.
7. Also, having levels evolve dynamically would be cool.
8. Also, invest heavily in effects.
9. Different play modes would be awesome.
1. Yes, completely agree!
2. You mean the one time use things, like the road spike / pinapple bombs?
3. Custom towers would be fun, maybe possible in a "sandbox" mode where you choose what a tower does and it's price changes based on the effects
4. Same as #1. I think it sucks when you get far and then one bad wave ends the game with no option of recovery. If anything, defeating X number of waves without taking any damage will restore Y health.
5. I think this would be better as a playmode, a "hardcore" one maybe. I don't want to overload the player with so many things they have to keep track off, because then it loses it's fun appeal and just becomes a micromanaging simulation.
6. I've seen that as well, where the tower targets first in line, last in line, lowest HP, most HP, etc. This is another feature for micromanaging, but I believe this can be implemented with a default option so those that WANT to do it can, and those that don't, won't.
7. That's something we can think of. It would certainly change up the player's strategy mid game.
8. YES! Effects are definately what the budget is accomidating.
9. Additional play modes I would say are a necessity if the game is going commercial.
I'd pay a few bucks for the chance to play multiplayer. Maybe some sort of TD variant like Tetris where the better you do the more enemies the other person gets. Or some sort of reverse-TD game where your opponent plays the towers and you get to send the guys (like control the upgrades, monsters per wave, and what type of monsters).
Similar to how Tetris Attack on the SNES did it? I know some games have tried the version where one player controls the horde and the other is the defender. I think that would be fun as well, with each round switching it up.
Another thing I am getting from this thread is to definately check out Defense Grid because it seems to have many pluses for a commercial TD.