Thanks to everyone trying out our playtest, over 100 players registered for it! We also received a lot of feedback on gameplay systems and bugs. We implemented these changes and fixes over the course of various small updates the last few days.
Here is a summary of all the major changes and fixes.
Gameplay Systems
Enemy Introduction/Adjustment
- Before: New enemies got introduced every 5 stages.
- After: New enemies get introduced every 10 stages (e.g. 10, 20, 30...).
- Before: Boss stage spawned normal enemies and the boss.
- After: Boss stage only spawns the boss.
- After: Hitpoints and speed of various enemies has been adjusted.
If you are stuck on a stage, try upgrading your turret with your rewards in the armory or buy new turrets. You can always check the current highscore in the statistics screen, to see how you are holding up against others. The current record is 62,480 points.
Turret Unlocks
- Before: New turrets got unlocked every 5 stages.
- After: New turrets get unlocked every 10 stages (e.g. 5, 15, 25). As this is alternating to the stages in which new enemies get introduced, it should be easier to fight against them, once you purchase your turrets in the armory.
- After: The cost of unlocking new turrets and their upgrade slots has been adjusted.
- After: You now unlock the first upgrade slot, 5 stages after you unlocked the turret (exception is the spinning sentry, first slot is unlocked from the start).
Rewards on Loss
- Before: Once you lost a run, all your gained Crystals and Lootboxes were gone.
- After: Half of your collected Crystals goes into inventory and half stays as contested rewards. This also allows you to remove obstacles during a run, even if you initially started it with 0 Crystals.
- After: Up to 20% of your contested Lootboxes are retrieved if you lose the run. To receive any Lootboxes once you lose, you need to have beat 5 Stages in your run. Once you beat 5 Stages, each Stages saves 2% of your Lootboxes, up to a total of 20%.
Turret Buff and Debuff Zones
- Before: Random Buff and Debuff Zones were created on map generation, ranging from -50% to +50%
- After: 2 Buff and 2 Debuff Zones are created once you start from a higher Stage (e.g. 5, 10, ...). The percentage inside the Buff and Debuff Zone now depends on the difficulty Stage you started in. E.g. if you choose to start from Stage 20, the Zones will show +20% and -20%.
Various
- When you start from a higher Stage, you now start with more money. You gain an additional 5 coins per stage you start higher. E.g. if you choose to start from Stage 10, you have 35 (base) + 10 * 5 (additional coins) = 85 coins.
UI
- Added various hover/pop-up texts over icons and ui elements
- Now shows all attributes of turrets, even the ones that can't be upgraded
- When the game is paused, shows the current enemy modifier and your inventory, including contested rewards.
- Added default UI Scale for certain resolutions. If your UI is too small or too big, you can change it in the settings.
Audio
- Changed the audio mixing to make all sounds hearable
- Lowered overall loudness
Bug Fixes
- Fixed: Enemy out of bounds
- Fixed: Save file corrupted after closing the game
- Fixed: Double clicking ESC stops the camera from being able to move
- Fixed: Forge Tutorial highlighted the wrong UI element
- Fixed: Loading the same saved game multiple times caused the enemies to disappear
- Fixed: Starting from a higher difficulty cause the enemy buffs to decrease for a certain number of stages instead of increase
- Fixed: Unable to switch Game Speed with TAB or Pause with SPACE
- Fixed: ESC not working inside Turret Equipment Scene
- Fixed: Enemy disappearing after reloading the same run multiple times
We hope you are enjoying the playtest, if you do, set Crystal Tower Defense on your wishlist and follow it, to be notified about future updates and playtests.
See you in the next Patch Notes.
