Show HN: Buggle TD – a free tower defense game for iPad

3 points by sabertoothed ↗ HN
Hi HN,

A friend of mine and I created a free tower defense game for the iPad. It is called Buggle TD Tower Defense.

You can find it here: https://itunes.apple.com/gb/app/buggle-td-tower-defense-50/id952327380

I know there are thousands already. But at the time when I started the idea inspired by the Desktop Tower Defense game that I could not find on iPad, I was missing strategic TD games.

We are currently doing public beta testing to figure out if the game is understandable and fun to play.

So if you have any (harsh, but) constructive feedback we would be happy to listen to you and incorporate your ideas. We would also be willing to answer any questions you might have regarding the game or the game development process.

We put a lot of time and effort into the game. It is so much more complicated and expensive to get a product out there than we initially thought.

Thank you for reading this!

PS.: I also asked for feedback on r/towerdefense. But so far, we did not get any comment. :(

10 comments

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Tried it our for a half hour. It feels like a clean desktop tower defense.

The game as it is today is too hard for new players. I have played a number of these games before and I can barely get through the first few waves. It took me three games before I figured out which turret I need to kill the bugs with shields. The fact that the first level has the details of "Let us start easy here" and I am selecting "green" difficulty makes me guess that you have probably tuned the game for yourself. Sure if I play a handful of more games I will no doubt do better, but it wasn't fun to lose so early.

Remember that it is never fun to lose. One approach you could follow is what Kingdom Rush did which is that players unlock turrets as they play certain challenges. They unlock new turrets on the levels where magically the level requires the player use it and thus learn about it. By the end of the game they have explored all of the turrets and seen some epic battles because they can combine them efficiently.

The classic tower defense taught you the game with the waves systems. There was plenty of time to explore the UI while waiting around between waves if you didn't click the skip to next wave button. You got to build something horrible and still survive 10 waves so you got to experience "a lot happening" and were willing to come back. It was forgiving in its initial placement. For example the first wave that has a shield bug there should only be 1 of those bugs. So you learn the lesson to build one of those tower but don't take a big hit to your lives. Shame on me if the next time those bugs appear I don't have at least one of those turrets, but the first time I just had almost no way of knowing. And the second time the shield bugs appear I should be able to make it with just 1 lower level gun because the game is rewarding me for learning that lesson.

It felt like I was being introduced to too many different bugs one after another. When you click on bugs perhaps show the turrets that are best at countering, provide multiple ways for players to learn something. Optionally different music for each bug or at least on the "King" level would be a good idea.

As you make tweaks keep watching new players and see how sub-optimally they are playing they game. We don't spend the points as soon as we get them. We put towers in the wrong spot. Tower placement will be horribly inefficient. I would rather build something horrible and later in the game be completely overwhelmed at my poor planning, but grinning knowing that next time I will do everything so much better because of everything I have learned that first game.

Games are about teaching mechanics and systems. How do you want to teach the game to players? Via waves or via challenges or something else. The first five minutes should be magical and not frustrating. See the book "A Theory of Fun" for more on this topic. Some games even dynamically adjust the difficulty. If the player is doing badly you could slow the game down or introduce more time between the waves.

Optionally head down to Starbucks and in trade for buying someone their coffee let them play and silently watch them and write down everything that frustrates them and ask them to talk out loud what they are thinking. Very quickly you will see what you need to tweak.

The rest of these comments don't really matter. Figure out the above where the game is fun and then worry about the stuff below because if it isn't fun UI tweaks or bugs don't matter.

The main UI annoyance has to be the fact that I am forced to scroll the list of normal towers for no good reason. This is the new players main interaction with the application and with scrolling you lose the ability to memorize tower by its physical location on the screen (which is the $^$# one that can kill the bugs with shields again?).

The UI could easily be tweaked to not have this limitation. The list of upcoming bad ...

Wow, thank you! This is even more than I hoped for.

I will carefully read through all of this and come back to you.

Many, many thanks!

EDIT: Your feedback is probably the most useful and richest we have ever gotten.

Played for another hour+ and was able to make it to wave 22. A few more comments:

* On the grid line make every other line double width. As all of the turrets are 2 spaces it is really annoying when you screw up counting.

* When a game ends it has some odd '_____' in the dialogs. Guessing some indenting gone wrong?

* If I drag a tower inside of the tower browser on the right the green box appears and seems to be stuck on the map if I release my finger not on the map.

* Other than getting a high score or getting to further wave achievements are a way to encourage players to try out different techniques. This is somewhat difficult with only 1 challenge, but as you add more challenges with different wave configurations it opens up a number of different achievements that can be obtained. This goes back to finding the fun. When a game ends why should I play another game?

* I can't think of a good method off the top of my head but it would be good to show off different level designs players have come up with. Maybe at the game over screen to give ideas for how other players solved the level to try? At least I know what I will try the same design over and over before switching to something else.

* Different challenges with different maps would be interesting. Maps with multiple entrances and exits. Maps where some spots on the map are already blocked off and can't be built on. The ability to build 1x1 'walls' that do nothing, but force bugs in certain directions and all of the various maps you can make that have pre-existing walls and players can either use and destroy and go for something else. You could also make Turrets be damaged and need to be repaired back to the lowest level. If there was a challenge where it already had turrets in a horizontal/vertical/diagonal pattern I would be really temping to keep that up to play it out and not destroy it.

I know Tower Defense games have typically used some path finding algorithm such as A* or whatnot and the instant bugs know about a better path they change direction. Something worth pondering would be to instead use a diffusion map. Here is a tech demo I tossed together entirly in plain old JavaScript showing just such a technique: http://meyerhome.net/~ben/towerdefense/ (Zoom in your browser to make it bigger) The bugs react, but not instantly and allows for much more emergant behavior such as bugs moving away from the most efficient path if all of its friends keep dieing on that path (at least for a little while until they forget) or the bugs seem to cluster for a second or two until they all charge forward. Anyway that is a very different direction to take a TD game and outside the scope of the feedback your looking for but I figure you would get a kick out of it.

You're a star, mate. We should definitely stay in touch. Incredibly valuable feedback for us.

Edit: typo

When the game ends can you make it so it doesn't cover so much? I want to look at what I have built and think about how to make it better.
Think of how you could enable sharing of games. If I had an easy way to export a video, or take a screenshot of just the map or something. While I have not played Rocket League they must have some really easy way for players to share awesome stuff they did given the number of videos I have seen passed around.
OK, I have read it three times and copied your suggestions into a structured table.

I agree with everything you said. That was valuable.

Can we buy you a beer somehow?

Just keep it up. I'll check it out as it develops. Toss up a static webpage (or blogger or medium or whatever) where you can post a blog of development and people can signup to get emails (or rss) and follow along and you can start to build up some buzz/marketing.
This is just to let you know that we are working on all the issues you mentioned. We already updated the game balancing. An updated GUI is in the works. And we would like to send you digital hugs via our new static website:

http://getbuggle.com/legal.html#

Many thanks again, icefox.