Changes:
- Bow power up purchase from Shop
- Trap counter/ Max traps (There is now a max number of traps you can have on a given level)
- Wave Timers
- Slight Level Select Rework
- Online Highscore
- Increased doors Health points
- Monster cave, so monsters dont spawn out of thin air.
Now the one big change I made was Archer Alec works a bit differently.
There will still be biomes but there will be only one level for each biome.
Each level will have a preset # of waves that need to be completed to unlock the next biome and next level.
After those initial waves are gone the player can continue to play to try to get a highscore.
Or move on to a new area.
This way Archer Alec has more of a survival/arcadish feel to the game.
The shop works a little differently too now, every purchase increases the cost of the item by 33%.
The reasoning behind this is as the waves continue the 'difficulty' becomes harder and makes more monsters in the wave so the player also gets more gold because gold is dropped by the monsters.
And I need your guys help on this one, I'm not sure what to do. I could try to get on Kickstarter, Or I could work on the game more get all the biomes done. I just don't know if people would be willing to spend 2-3$ On a game like this(the finished game of course).
So I guess my options are...
1. Get on Kickstarter
2. Get more of the game finished.
I will be doing #2 regardless its just Kickstarter would be a way for me to see if people actually wanted to play this/pay for it. Im just unsure about Kickstarter as I am a one man team, pretty much other than Philip (he makes all the music) ,and this would be a way for me to break into the gaming industry. Im just super nervous about it :/
Oh and here is a link to the download make sure to extract the files!
Download
Thanks for reading everyone, feed back is always appreciated.
If you do go on Kickstarter, don't make the mistake of asking for $350,000 because others are asking for it, and then act all surprised when you "only" get $34,000 which doesn't meet the goal and you end up with $0.
Instead, figure out what you want to achieve with the game (for example, new art, new music, new development machine), then figure out how much you need to achieve that (for example, $3500), then multiply it to %150 because of unexpected costs ($5250), then do a Kickstarter for 2/3rd of it ($4000) to make it likelier that you'll achieve your goal and receive anything at all.
I also think explaining in the Kickstarter what the money is going towards (and not just "game development" ambiguously) it might help.
Gonna try the latest AA version later tonight!