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Adalast

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A member registered Nov 07, 2020

Recent community posts

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Not sure if this would interest anyone, but I have a good friend who runs a game studio whom I have helped with some of his projects to a level that he was quite surprised by.  He has always been of the firm belief that game developers/studios should keep mathematicians on staff, or at least on retainer for when they run up against issues that they are not quite sure how to solve, or to explain what that copy/paste solution off Stack Exchange is actually doing.  

I helped design a level generation tool that converted bitmap images to fully built 3d levels using tile sampling in Houdini, I provided an algorithm for calculating Bezier curves and their derivatives for doing speed and path calculations in a racing game that was over 2000% faster than he had been able to find online, and I was able to point him in the direction of analytical solutions for camera controls that provided a solution that was more direct and robust than what he had been able to come up with using coordinate remapping to other systems. 

I have a BS in Applied Mathematics from Kent State University and an MA in Visual Effects from The Savannah College of Art and Design.  I understand how the game engines work and can provide build work for Houdini tools for procedural generation of assets.  I also work deeply in the USD pipeline with my day job, so I can even help setup/maintain/develop a USD pipeline for asset/world generation.  I am also getting into AI design, currently experimenting with LLMs, but have ideas for others.  Not sure what anyone out there needs, but I am available and interested in helping.  Pay is negotiable, but I am always looking for an interesting problem to get a mental workout on.  If nobody finds this offer interesting, no big.  Hope everything is working out for you all.

My primary issue is that in 5 games I never saw the fire tower.  Also, the meta progression was rather filled out from the start, which I am sure is being done for testing/balancing, but it left me feeling slightly hollow. 

As for critique, the first round needs rebalanced so a single tower can actually finish it without life loss.  The fact that there is 0 way to ever finish it without losing life is really frustrating.  It is a loss that is due to balance, not bad play or luck, so it definitely needs to be 100% every time.  

What you have is solid, and definitely enjoyable.  I am sure you have a lot more ideas for upgrades and stuff that fleshes out the "when this and that happen, you get extra tower cards" mechanic, which I love btw.  There were several of those that did not appear to work though, sorry that I do not remember specifically which ones.  

I will definitely be trying it out.  I love games where things are allowed to interact in silly ways.  A bit of power fantasy goes a long way and this game drips with it.  I really do hope that was the goal.  

Really fun, great game.  A welcomed amount of silly that can happen.  Only bad thing I ran into was a logic freeze in battle where I could not confirm things.  It happened 3 times.  Twice where I could not confirm defenders, once where I could not confirm attackers.  The first two I resolved by going back to the main menu and resuming the campaign, though it did mean restarting the fight.  The last I just decided to turn it off and come back in future updates.

Oh, I adore this.  There are far too few exhibitionism/voyeurism games that stick to the "wholesome" side of things.  So many times game authors feel the need to throw rape or the like into the game as a conflict and it just bugs me.  This sounds like an amazing addition and I'm going to be keeping my eye out.

OMG!!! This game is so good.  I have been itching for a Orcs Must Die style TD and "Spire Must Die" is such a great concept.  So far the only thing I've seen as a real issue is more a balance pass thing.  Getting fliers on the first wave can prove very dangerous, especially on early floors.  I have gotten fliers as my first wave on my first map in a run and they just all made it through because my opening hand had no spike walls in it, so nothing could hit them.  Flying enemies should really be relegated to at least wave 3+ from what I have seen.

So magic seems kinda OP if you get the right combination.  I am loving it, but it does kinda seem like a lot of other people are having issues with not mage setups.

With my current setup my lightning wand's base damage is 22 and it increases by 1/attack.  Opening round I can do 23 shots with the wand if I want, totaling 759 damage.  I am starting to get to the point where mobs have too much health to survive a salvo, so I tend to take it a little slower.  The shield has +1 haste on it per use, so I can get 4 haste per round and use the broken ring to fill in any armor I need to survive, then poisons are dealt with by just adding regen in excess of it.  The ethereal whetsotone and envelope kinda just sit there as "oh no" buttons.  If the fight is looking tough, I can literally out turtle anything so far, build up my haste until I generate more armor than they can attack with each round and just start swinging out.  I just got the coral, so the turtle setup will now also include +8 spikes/round as well, so that should become dumb pretty quickly.  The image is being finnicky.

Hey man, how are things going?

Really enjoyed it, looking forward to more updates.  Keep up the great work, there aren't enough games like this out there.