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Wow! you are awesome! are you a dota or league player? because I want the game to have a decent micro skill.

The progress is saved with localstorage. I currently don´t have any way to collect data. That´s a great idea, I will look up how to implement a button so you can export all valuable game information, and also see it ingame. It will also help for rewards when finnishing levels, the better you do you gain some xp or something. Like a level summary (a future idea). 


Last permanent skills made heros OP, but I got too excited about the system and share it immediately haha!

I will be working in new levels, that will be more challenging to balance heros, and make the progression smoother. With new enemies, attacks, properties, abilities. I will not make the typical multiplier to make enemies artificially harder. It will be fun but it will take more time to make it right.
Towers will get some love aswell, so they can get stronger (since hero is OP right now)
Sorry, I wrote too much LOL


I would LOVE to hear your feedback

I played league well over ten years ago.  I quit when they removed the Crystal Scar game mode, as that's when it became clear to me that the people front-running league had no interest in what the players found fun or enjoyable, but only wanted to curate the play experience to funnel people toward the professional e-sport scene.  The revelations about the exploitative work environment and shady backroom deals with oppressive governments, like saudi arabia, only cemented my conviction about not returning.
I tended to enjoy playing Trundle or Sion in Jungle, as I really enjoy playing tanky controllers in most of my gaming experiences.  City of Heroes / City of Villains was the game I probably sank the most hours into my whole life, and found loads of enjoyment as Controllers, Masterminds, Brutes, and Tankers.  But then again, I enjoyed pretty much all of City's Archetypes, other than the Peacebringer/Warshade.  Those were just too finicky for me, personally.

Let me see if I can recall how I progressed through NXF.
I started with Earthquake Hellfire on a corner, and focused on the Slow effect, building up some Chips for extra damage before I really understood what I was doing.  In other words; just sort of experimenting, but knowing how useful Slow effects are in other Tower Defense games, I figured it would probably be good here too.
I focused my initial builds on self-buff and AoE Skills.  I quickly found that the AoE Skills were my primary bread-and-butter, and I'd use them judiciously to get large groups of enemies defeated or at least weakened enough for my towers or auto-attack to finish off.
I can't remember if I was able to get the first boss on my first attempt, but I definitely remember losing to the second boss until I switched up my build to include Axe Throw instead of the attack-speed buff.
I've experiemented with all 4 Tower types, but find that the most effective layout is a couple of Earthquake Hellfires, and a bunch of Firestarters next to them set up at the initial start of the path and corners.
I didn't realize how to equipt inventory items until my 5th to 7th play session, but once I did, I started to do much better.  I now have Epics for Helmet, Pants, Gloves, Weapon, Shield, Necklace, both Earrings, and both Rings.  Rare Armour and Boots.  And a Destructor with +39 Damage and +0.26%, and a Tarrasque with +59 HP, +17 Armour, and +28 Magic Resist.
Before I got a powerful inventory loadout, I beat the level 3 and level 4 bosses by building Towers at the start of the path, then selling them and rebuilding them again incrementally.  It didn't always work, but eventually managed to pull it off.

An Endless Mode could be enjoyable, mayhaps, where Boss enemies show up mixed in with regular enemies every 10 Waves or so.

My biggest concern currently is that the map is HUGE, but ends up being a lot of wasted space, since there usually aren't enough enemies to generate enough Matter to build elaborate layouts.  I think it was Bloons 3 that had a really good balance for amount of resources-versus-length-of-game.  By the time a player gets to the final Wave before Endless mode, they'd usually have raised enough money to build dozens of monkey towers.  It might be handy for you to explore the Bloons games for some ideas on how to structure costs and rewards for the pacing you'd like to have in NXF.

I'm still experimenting with the Permanent Skill system and am only at level 27, but will give you my thoughts once I've gotten further along in it.

Did you have any particular questions or areas you wanted me to focus play-testing and feedback on?

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Huh, I only knew NCSoft for Lineage 2 =]

It´s so interesting to hear your playstyle and experimentation with NXF, very cool!

The tower price increase, benefits having all towers types (first 1 or 2 are much cheaper), and it also benefits upgrading towers, over building like 100 towers. The selling tower strat was smart, I will have to balance it to not need to sell towers. I remember doing it a lot in kingdom rush, but it is a bit cheesy haha, the game should be balanced enough to not require that.

You map size concern is so right! I was busy creating the rest of the systems I neglect the map. 

It will take time and experimentation to make better maps, probably with new elements and systems. And definitely smaller.

And will also have to help the player realize more intuitively the inventory system, maybe with the help of Anima´s voice. (pro tip, right click to swap or equip items)

Will be working on new levels, level 4 is easy with max gear.

I really appreciate the feedback, when I create collectibles or cosmetics, I will definetly dedicate one with your name =]

Ok.  Mucked around with Permanent Skills for a bit.

I moved all my equipment to my inventory storage and experimented with playing with just the Permanent Skills at level 50.  They weren't as potent as the gear is, and the Rogue-Mage build is definitely fragile without all the HP, Armour, and Resist the gear provides.  Still, higher level threats are going to be necessary to really see how it all comes together.  At this point, even at level 4, there's nothing really challenging my build.

I like the direction the overall Skills go, particularly for Rogue and Mage.  Warrior feels like it's too focused on dealing Damage, and might be more appropriate as focusing more-so on survival.  For example, Bleed and Poison are kind of redundant at this point, so leaving Poison in Rogue and replacing Bleed from Warrior with something like a chance to attack and destroy incoming enemy projectiles with an Auto-Attack might be cool.  Similarly for the various other overlaps, like basic Attack Speed passives.

The XP Boost in Rogue also doesn't really amount to much.  Even at Rank 5, it only got me 1 extra level-up on the Level 4 map.  This is common in a lot of games that offer XP Boost.  Unless you're offering something like +50% at Rank 1 up to +250% at Rank 5, players are unlikely to see much of an impact with the increasing XP costs of level progression.
An easy way to project the impact is to write up a chart of the XP needed for each level, and then at the XP Boost percentage in another column, then compare what level that would actually wind up bringing the player to.
For example, from Heroes of Might and Magic, a popular turn-based strategy series:



Ultimately the Learning Skill, even at +20%, only amounts to one extra level for the player for the Levels 10 through to 24 range.  Outside of that, the Learning Skill's Experience Boost is entirely pointless and a considerable waste of Skill Points.
As such, in later sequels of the game, the Experience Boosting Skill was also bundled into something else, such as bonus Characteristic Points per level.
Something to consider for NXF.

Hey! =]

want to hear a funny thing? I had a bug (only in level 4) that would turn normal items into unique hahahha! uniques are supposed to be very powerful and super rare. So yeah, funny bug hehe. Will be fixed in next patch. (more unique items will also come in the future)

Currently working on level 5, and a new system to voluntary make enemies more powerful for a reward. And making some map experimentation. 

I really appreciate the permanent skill feedback, is super useful. It will take time messing with them to fine tune, balance, and some will be reworked completely (great suggestions to rework👍). 

Loved the Heroes of Might and Magic mention, I´ll consider making new passives.

So yeah, lot of things coming, to test our high level hero builds!

Thank you so much for the awesome feedback 😁