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Defend the Castle! (Point'n'Click-Styled Survival)

Archive: 33 posts


F4F Status: Still Active, Just post the level you want feedbacked, and I'll give a really thorough review ingame. (Check out (http://lbp.me/u/Hotwlngz) my reviews for other people if you want an example.)

Hey guys, I've just finished this (my first) little game I've been putting quite a bit of effort and time polishing, tweaking and fixing. It's really simple to play, but somewhat harder to master, giving it a good deal of challenge to those who like harder, more addictive levels. I'm planning on adding many more features to it over the next few days and would love to hear some pointers/suggestions from the community, if you all don't mind.


To play, you basically hover your cursor over an enemy, hold down X, drag them in the air and let go, sending them into a deadly free-fall into the ground with satisfying sound effects to accompany it.


Defend the Castle! (http://lbp.me/v/xvwk6j) is a great minigame for both casual and hardcore players alike. It's easy to pickup for beginners, but hard to master for those challenge seekers trying to post high scores. It even has variable Cursor Speed, where Low is easier to play for beginners, but High makes short work of later, more challenging waves.


There's also multiple enemy types, with varying strengths and weaknesses which add to the challenge, throwing enemies into storm clouds gives bonus points, bombs which can be picked dropped on enemies to quickly dispose of smaller mobs, the ability to freeze enemies with Circle once per game, if you're feeling overwhelmed and a music changer (with L1/R1) if you would rather listen to different music while defending your castle. Enjoy!


Screenies:
First Wave - Warriors & A Ninja
http://i6.lbp.me/img/ft/81649640ae4b3a9c31576f48b1b3747808b92bba.jpg

Big Rush - Warriors, Ninja and Assassin
http://i8.lbp.me/img/ft/4987c37e92344325e73c6b07e46bc8bca8ada5cc.jpg

Close Up - Warrior
http://if.lbp.me/img/ft/c4f002ab253997a67f4e0c4d6c8ab94a758f4431.jpg
http://lbp.me/v/xvwk6j
2011-02-15 00:06:00

Author:
Unknown User


Played it, had fun, wished it were longer. Anyway, here's some ideas.

*Three stages to the level. Same area, just change up enemies or their speed with each level, it gives a sense of achievement.
*Not a fan of the mouse pointer, why not a hand or a sword.
*Give a backup weapon that recharges slowly and can be used only occassionally, like hot oil or heavy rocks dropping from the castle.
*Make some cool thigs to throw the enemy at, such as fire, and give bonus points for it.

Thanks for the level. Please check and review mine (Sacknight 1: Fetch Quest of the King): http://lbp.me/v/xqgfb4
2011-02-15 04:28:00

Author:
Hoplyte
Posts: 100


I just played it. It has a great concept and I love the mouse pointer...yet it could use some fine tuning. How about different sorts of enemies? And make the castle a bit prettier! Otherwise very cool idea.2011-02-16 01:57:00

Author:
FinalFault
Posts: 23


There are multiple types of enemies, they just get unlocked as you progress, which I hinted at in the first post. There's Grunts which are just cannon fodder and easily dispatched, Ninjas which move faster, Shadow Ninjas which move even faster AND take more damage, and finally Knights which move slightly slower than grunts, but can easily take up to 3 throws to finally kill them off.

They also spawn faster as you progress. You have to get a few thousand points to finally see all of the content and see how high the difficulty eventually ramps up, but people seem to be quitting or giving up before even hitting 1k. =(

Thanks for the suggestions though, and I'll definitely see about implementing them sometime soon.
2011-02-16 02:21:00

Author:
Unknown User


Don't think you have to put in all of my suggestions as is, I just wanted to recommend some variety (sounds like you have that) and brainstorm some possibilities.2011-02-16 03:42:00

Author:
Hoplyte
Posts: 100


Yeah, I don't think I worded the end of that post right

I meant that I saw where you guys were coming from, and I've also been working to give the game more variety (especially when people don't seem to be interested enough to get past the first wave of grunts o.o). I also agree that the visuals do need some work. Your suggestions helped confirm what I already thought were some of the biggest points which needed improvement, which I really do appreciate .
2011-02-16 05:15:00

Author:
Unknown User


Oah Noahhhhzz
I was actually going to make a Defend your Castle style level as soon as the Move Pack was released
Oh well, I still will anyway

Anyway I really liked the level, could of had a bit more variety in enemy type togive it more of that DYC feel and why do they ker-splode when they get to the castle wall
Could you give feedback on this level (https://lbpcentral.lbp-hub.com/index.php?t=49189-Rise-of-the-dead-Deadly-Revival&highlight=Rise+Dead)?
2011-02-16 08:13:00

Author:
Limesta-
Posts: 559


I found it hard to pick up the sackbots. Maybe the pointer could be a bit bigger?2011-02-16 11:33:00

Author:
lochnar
Posts: 59


This is an interesting idea I hadn't come across this game before. I found it pretty amusing lobbing the soldiers about but found the pointer jobby a bit fiddly. Perhaps throwing them into some varied hazards like an electric turret, an occassional vat of boiling oil (emitted water) or howabout the occassional bomb you can pick up from the castle and throw down (make floor indestructible) would be cool for variety. I had fun all the same. Huge potential with the logic you're using. What next, a point n click adventure?
F4F Dark Heart of the Wood
2011-02-16 14:11:00

Author:
Tanuki75
Posts: 172


I found it hard to pick up the sackbots. Maybe the pointer could be a bit bigger?
I'll definitely be giving the cursor more range soon, since this seems to be such a common issue, along with a few other cursor-based fixes.

The suggestions are great though, and I'll be whipping up more content once I feel the cursor is more user-friendly. (So keep an eye on it )

Will go through F4F when LBP.me login comes back from maintenance.
2011-02-16 20:54:00

Author:
Unknown User


- I would suggest moving the high/med/low to the right or below "Sensitivity" in the menu.
To be honest I wasn't sure if it was for the cursor or a violence rating.
- The cursor was a bit annoying to use (even when holding X before you pick the sackbots up), which should be your #1 priority to fix up.
Hoplyte + Tanuki75 raised some good points also.

Personally I would introduce the different enemies earlier on (perhaps before the big wave of pure soldier numbers).
As you said people seem to die/quit before they are even seen. If I hadn't read the level thread/description, I would have assumed it contained nothing but soldiers.
However if you make the cursor eaiser to use, you may not even need to change your current bot sequence.

Hope this helps.
2011-02-18 02:19:00

Author:
midnight_heist
Posts: 2513


I've added bonus "Storm Clouds" which give extra points when an enemy gets thrown into them and fixed a batch of bugs.


The cursor was a bit annoying to use (even when holding X before you pick the sackbots up)
You can't use X before you pick up the sackbots or it doesn't work, so you can't just drag the cursor across and pick up every sackbot in one swipe. This works as intended. I did give the cursor a more generous pick-up range to try to fix that issue, and it also gets more familiar/easier with practice.


To be honest I wasn't sure if it was for the cursor or a violence rating.
I'll be sure to change the wording (I knew it was a vague word to use to begin with, but wasn't sure what else to call it)


Personally I would introduce the different enemies earlier on (perhaps before the big wave of pure soldier numbers)
The storm clouds just implemented does a great deal to speed up the progression now.
2011-02-18 15:40:00

Author:
Unknown User


I had a ton of fun with this level! The gameplay could be tightened up a little bit to feel smoother I think and the visuals might need a little boost, but other than that very solid!
Definitely a level I will coming back to later, so hearted!

Here's my F4F: https://lbpcentral.lbp-hub.com/index.php?t=49159-Prius_Eco-Adventure-(With-Pics-and-Video!)(Help-me-get-30-Hearts!)
2011-02-18 16:47:00

Author:
Sack-Jake
Posts: 1153


I think I just scored you your 50-plays trophy.

Here goes, it's a nice quirky level. Add more fun stuff. What I would love in a level like this is an intro. Why do we need to defeat these evil people who are invading the castle? And power-ups. Like bombs spawning on top of the castle that you could throw against the sackpeople.
2011-02-18 18:11:00

Author:
nerthus
Posts: 28


Great concept, and a nice start - left a full review in game for you 2011-02-18 19:17:00

Author:
rialrees
Posts: 1015


You can't use X before you pick up the sackbots or it doesn't work, so you can't just drag the cursor across and pick up every sackbot in one swipe. This works as intended. I did give the cursor a more generous pick-up range to try to fix that issue, and it also gets more familiar/easier with practice.
That's strange.
Because while playing I found it eaiser to hold x before the cursor was in range.
2011-02-18 19:59:00

Author:
midnight_heist
Posts: 2513


That's strange.
Because while playing I found it eaiser to hold x before the cursor was in range.
Ah... I just tried it and saw that it does indeed work. I wasn't really intending the cursor to be able to do that, but it's a good technique and doesn't break anything. Nice catch


What I would love in a level like this is an intro. Why do we need to defeat these evil people who are invading the castle?
I'll keep this in mind. It'll give me a good excuse to get familiarized with more of the movie tools.


Like bombs spawning on top of the castle that you could throw against the sackpeople.
I'm currently developing this idea at the moment and working out the kinks. I like this suggestion, and it seems pretty popular so I'll hopefully have a decent update in the coming days.


The gameplay could be tightened up a little bit to feel smoother I think and the visuals might need a little boost
I agree, and hopefully I'll be able to give the visuals a good touch-up and make the gameplay a bit more fluid sometime soon.

I'm still doing F4F, if anyone's interested.
2011-02-21 01:16:00

Author:
Unknown User


heh cute idea
liked it, but it gets boring and the feeling of a zombie survival challenge
you should try to get some stuff in it what is unusual for this. maybe some powerups:

if you drop one into a special cloud you'll be able to pick up more at once for a limited time (like a circle around your arrow)

or like some bombs you can fire dunno, thinka bout something!
worth to change little bit to make it even more better!


thats my ideas for it
if you like you can do a small review about my level ingame or here:
https://lbpcentral.lbp-hub.com/index.php?t=49851-Little-Big-LUMINES-Puzzle-Fusion&p=778580
thank you!
2011-02-21 02:47:00

Author:
ForcesWerwolf
Posts: 475


Hey! i queued and will play as soon as I'm home. Please play and rate my level Little Guitar Hero in return, thanks!2011-02-21 03:01:00

Author:
SackboyManuel
Posts: 26


you should try to get some stuff in it what is unusual for this. maybe some powerups:

if you drop one into a special cloud you'll be able to pick up more at once for a limited time (like a circle around your arrow)

or like some bombs you can fire dunno, thinka bout something!

I already have clouds (which give bonus points) and bombs (which kill people), so I'm not sure how these ideas are really unusual if I've already added them. I'd add more such features, but I feel like it'd run the risk of losing it's simplicity =. Thanks for the feedback though.
2011-02-21 06:17:00

Author:
Unknown User


oh, i'm sorry!
i missed the bombs... must be very tired when i played it... again sorry...
but for the clouds: sure i saw and used them! it was just an idea how to trigger an upgrade for the arrow (for example i mean)

and again you never need to do what others say, if you like it don't change it ok?
2011-02-21 06:37:00

Author:
ForcesWerwolf
Posts: 475


but for the clouds: sure i saw and used them! it was just an idea how to trigger an upgrade for the arrow (for example i mean)

and again you never need to do what others say, if you like it don't change it ok?

I do think it needs spiced up a bit, but it seems I should appease the thermo a bit before I start throwing in more powerups. Thanks for the feedback.

I'll probably be tweaking a few things and trying to polish everything up throughout today/tomorrow, and maybe add more features when it's all good and polished. More suggestions are always welcome. ^^
2011-02-21 16:18:00

Author:
Unknown User


That was fun. I'd try and fix up the background. Make it so I can actually see my castle ? Aside from that the enemies could use some more color to better differentiate them as I wasnt sure who was who and what they where doing sometimes. Other than that it's alot of fun Killing them lol2011-02-23 02:29:00

Author:
Unknown User


I'd try and fix up the background.
I've been working to make a new, more scenic background, but the thermo in the play area gets scorched fast from all of the logic used, which turns the cursor into a little hazard logo by the time you hit the hardest waves.

If I can find a way to make the background more scenic and creative, without the cursor and scenery turning into a hazard logo instantly (anyone have any ideas on how to do this? >.>), I'll definitely fix this.



Make it so I can actually see my castle ?
Another issue of visual-vs-gameplay balance. I was trying to get as much screen-space as possible to give players more than enough time to deal with the waves of enemies. With the castle on-screen, it has a more awkward look to it, and puts the player at a bit of a disadvantage when the difficulty picks up.


Aside from that the enemies could use some more color to better differentiate them as I wasn't sure who was who and what they where doing sometimes.
I was trying to keep this in mind when I picked out the costumes, so I figured this wouldn't be a big issue. But I can also see how it's a little hard to figure out where to focus when the difficulty picks up and the ninjas start blending in with the mass of warriors.

I may pick out more distinct costumes soon, if more people feel this way.

Oh, and thanks for the helpful feedback, everyone.
2011-02-23 03:08:00

Author:
Unknown User


Just played and I liked it a lot, but I agree with what some of the others are saying about it missing "something." It's fun, but there needs to be something more to break up the pointing and clicking. The hard part is figuring out what that something is without breaking your simple concept. The cloud is already a neat (but simple) touch and adds a lot of fun to the level! Maybe...

1) A catapult in the floor that you can trigger, flinging away anyone that is on top of it?

2) A powerup where you can directly shoot the enemies for a short time? Like a crossbow perhaps?

3) A time freeze powerup?

I understand that you're hesitant to mess with a good thing, but right now you really only have two powerups (cloud and bomb). Everyone knows good things come in threes.

Anyway, great job!
2011-02-24 02:50:00

Author:
Sickivionkey
Posts: 70


Just played and I liked it a lot, but I agree with what some of the others are saying about it missing "something." It's fun, but there needs to be something more to break up the pointing and clicking. The hard part is figuring out what that something is without breaking your simple concept. Maybe...

3) A time freeze powerup?

I just started tinkering with this idea, and found that it was a great fit and it doesn't really over-complicate things. It's just been implemented in the newest update, along with several other bug fixes and tweaks and it seems pretty well polished (to me, at least) right now.

Circle now can be used Once per game to freeze every thing for ten seconds. It doesn't sound like much, but this can be used for a major advantage offensively or defensively.

I'm still open to suggestions and am still actively working on this game (as in, still patching/updating once every day or two ). F4F is still open, as well.
2011-02-26 03:22:00

Author:
Unknown User


Great level this is a very good idea. The visuals and sound effects are nice. The gameplay does get a bit repetitive after a while adding more powerups and variety would certainly improve it. Still a great level though.2011-02-26 11:02:00

Author:
hitman_472
Posts: 52


This is a fun level that works pretty well as a castle defense style level. If you are wanting ideas for additional gameplay elements you don't need to look far for good ideas. You could have a day/night cycle with harder enemies at night. (Or different ones.) You could put a wave system in so the player could track how far they are progressing. (Wave 1, Wave 2, Boss Wave et cetera.)

You could have unlockable extras based on your score like bigger bombs, faster bomb generation, a sacrificial pit that gives you extra points when you drop enemies in, archers to fire randomly at the incoming army.

I think it would be good to put in a key on your option menu to let players know which button is select and which is cancel/back. Also some sort of visual indicator when the cursor speed is activated so we know that we have pushed the right button or not.

The How To section is well done but the magic mouth text obscures the top part of the automated cursor dragging and dropping the person. If the automated bit was moved slightly to the left or not dragged as high so that the text is not in the way.

I like the gameplay but found the slow and medium cursor speeds to be too slow to really play well at. It just took too long to get the enemies up high enough to get a kill on them. It is good that you've put this in though but my own preference was on the highest speed.

Your audio recording announcing the bomb is so droll and unenthusiastic that it reminds me of the peons when you click on them in the original Warcraft.

The slo-mo end board is a cool effect I thought. I'm curious what happens if you play the level with multiple people. If it doesn't do well then I'd suggest putting a note in the title or description to specify 1P or single player.

I got to see about three or four of the enemy types, I could see the small fast ones and the larger white ones as well as the standard bad guys. I don't quite know what was unique about the white guys as I haven't gotten enough of them to really see their strengths and weaknesses. As has been said earlier if you introduced new enemies earlier on it may be better.

Also if you had enemies coming in waves then you could send out three or four of the new enemy type to let the player see them and what they can do before you start throwing them out in the general waves.

The level is solid enough to be a good experience though I think that you can diversify the landscape and/or castle area to have more personality. You've done a good job putting this together to make a fun game that offers a good amount of challenge. Now the key improvement will be variety and aesthetics.
2011-02-27 07:16:00

Author:
Trindall
Posts: 297


Just implemented a pretty substantial update.

- New upgradable powerup, Catapult, which consistently launches rocks at enemies. Can be upgraded 3 times, each is a bit faster than the last. (1,500 points per upgrade)
- New enemy type, Templars, which are beefed up knights, but are immune to catapult fire.
- Re-Balanced difficulty of spawn system to accommodate the new Catapault system and Templars.
- Bomb spawn moved to middle layer to avoid enemies blowing it up before use.


You could put a wave system in so the player could track how far they are progressing. (Wave 1, Wave 2, Boss Wave et cetera.)
I would love to do something like this, but due to my constant updates, it would break the difficulty balance in the waves if I introduced anything major. The real-time wave system I have now is a lot more dynamic and pretty easily adjusted which fits my style a lot better.


I think it would be good to put in a key on your option menu to let players know which button is select and which is cancel/back. Also some sort of visual indicator when the cursor speed is activated so we know that we have pushed the right button or not.
Ah... not sure how I forgot this when I went through adding prompts. >.> Will be fixed up in the next update.


The How To section is well done but the magic mouth text obscures the top part of the automated cursor dragging and dropping the person. If the automated bit was moved slightly to the left or not dragged as high so that the text is not in the way.
Yeah, I've noticed this recently too. I'll probably fix this up in a future update as well.


I like the gameplay but found the slow and medium cursor speeds to be too slow to really play well at. It just took too long to get the enemies up high enough to get a kill on them. It is good that you've put this in though but my own preference was on the highest speed.
High was the only setting in the first version I published, but I quickly realized not everyone liked the same cursor speed as me. I felt that a variable cursor speed was the only really fair solution.


Your audio recording announcing the bomb is so droll and unenthusiastic that it reminds me of the peons when you click on them in the original Warcraft.
Yeah, it wasn't meant to last as the permanent audio recording, just a small fix for the issue of players getting too involved to notice they've had a perfectly capable bomb sitting collecting dust. I'll give it a better shot when I get the chance.


I'm curious what happens if you play the level with multiple people. If it doesn't do well then I'd suggest putting a note in the title or description to specify 1P or single player.
Lag happens. A lot of logic cramped into a relatively small area, plus bad connections is apparently a bad combination. This is why it's labeled "Single Player". People still try though, and end up doing poorly and blaming the game because they neglected to take a second to see if there might have been a "Single Player" tag up. (Although the first version was full multiplayer support, but it didn't take me long to realize how bad of an idea that was. Local multiplayer is lag-free, but there's still an awkward feel to it.)


I got to see about three or four of the enemy types, I could see the small fast ones and the larger white ones as well as the standard bad guys. I don't quite know what was unique about the white guys as I haven't gotten enough of them to really see their strengths and weaknesses. As has been said earlier if you introduced new enemies earlier on it may be better.
I always felt harder enemies should be introduced gradually, so newer players don't get overwhelmed. I also spread them out a bit so people would be able to learn by killing the new enemy a few times and figure out which enemy types are stronger and which are less threatening so they can find the best priority system that works for them.


Now the key improvement will be variety and aesthetics.
I'm constantly updating this game and adding new things all the time. Variety and aesthetics have been the main priority of the last few patches, and I still feel a few more follow-up updates coming soon.


I really appreciate the thorough feedback, and I'm glad you both enjoyed it and took the time to point out any and all issues you had.
2011-02-28 07:33:00

Author:
Unknown User


I really appreciate the thorough feedback, and I'm glad you both enjoyed it and took the time to point out any and all issues you had.
I really did enjoy the level and the visuals and aesthetics comments were just ideas on what could make the level a more well rounded product.

About the recorded voice bit, I didn't write it up last time but I enjoyed the recording as it was. It was a funny counterpoint to the frantic onslaught of attackers and here the, potentially overworked and under appreciated, workers are letting you know that your bomb is ready in a bored sounding voice. Fun stuff.

I can understand the problems with the regimented wave system and your current logic implementation. The level looks great, I'll have to check out the newest updates when I'm able. Cheers.
2011-02-28 17:19:00

Author:
Trindall
Posts: 297


I really did enjoy the level and the visuals and aesthetics comments were just ideas on what could make the level a more well rounded product.

Yeah, I've been aware of the visual vs gameplay imbalance for a while, but it's pretty well touched up after the catapult and the enemy arrows/rock visual updates and does a pretty good job of emulating the chaotic feeling I was aiming for. Not to say that it's by any means perfect, but it's getting to a pretty comfortable point (for me, at least).


About the recorded voice bit, I didn't write it up last time but I enjoyed the recording as it was. It was a funny counterpoint to the frantic onslaught of attackers and here the, potentially overworked and under appreciated, workers are letting you know that your bomb is ready in a bored sounding voice. Fun stuff.

I was surprised you mentioned Warcraft, because that was exactly what I had in mind when I recorded it (laborers don't seem like they enjoyed their work too much, especially historically). I just expected (probably naively) that people would make some sort of connection as to what I was going for, but I realize that most people attributed it to lack of effort.


I can understand the problems with the regimented wave system and your current logic implementation. The level looks great, I'll have to check out the newest updates when I'm able. Cheers.

I'm glad to hear that, because I've patched up most of the concerns and suggested improvements from your feedback post, just a few hours ago.
2011-03-01 00:48:00

Author:
Unknown User


Updated - June 8th, 2013:
* Bigger enemies
* Bigger bomb
* Bugfix for squishing enemies
* Enemy speed & spawning quickened due to easier grabbing
* Bomb voiceover temporarily disabled
2013-06-28 21:52:00

Author:
Unknown User


Played this today, had a lot of fun The game is set up very well, and having that time out button really helps you out when the screen is full of enemies! However, as the game continued, the fun dropped a bit.

I liked being able to spend my points on the catapult, and I liked the idea of having the bomb to drop. However, the bomb is in a position that makes it hard to drop when they're beating down your door and you're trying to pick them off, and once I bought the final catapult upgrade, I wanted more to spend my points on!

It would be cool if you could wire the bomb drop to R2 to make it easier to use, and there are a million ways you can add upgrades to help the players. The upgrade system in itself adds some fun risk reward, as the player has to decide "do I buy X? or do I keep my points?" and going up to buy an upgrade is certainly risky!

If you wanted, you could also probably add some visual changes to keep the area fresh (ie: GLT changes, or background animations).

Overall, I had fun, I just think there may be some room for this level to be even better Thanks for the level.
2013-06-29 03:22:00

Author:
Burnvictim42
Posts: 3322


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