Hello again. :)
So. Let's take it from the beginning.
I usually close the "playtest requests" the moment I see there is a link to Steam, especially because of what I recently wrote in
How to get more Playtester feedback on the TIG Forums. But you actually address this in your description, so I decided to show that I don't have anything against indie developer publishing their games on Steam
per se.
I also close the "playtest requests" the moment I see a discord link, because it feels like the developer is less interested in feedback and more in gaining a "fanbase" for his game (ppl dont seem to like to join empty discords very much). It is also an "extra hoop" we have to jump through, also mentioned in the "How to" thread. xD You even instruct us to "ask for a key", making it clear that after we join the discord, we still wont be able to test the game, instead there are
more hoops to jump through. xD
(I am purposely avoiding the word "play", because it is important to note that lots of people here don't even play games
at all. They just make 'em and test 'em.)
But when I break one rule, I guess I break all of them, so that, surprisingly, did not stop me.
A cherry on top is the moment when an english tester unwillingly joins a discord that's
filled with Russian. xD
I kid though, I got a response with a key rightaway. ;) I just had to say something on the topic of asking more than necessary from your free testers - although really, everything there is to be said is already in the "How to". ;)
That all being said... the game is nice! :))VisualsSomehow I did not like the screenshot you posted here
at all, but in game it looked nice. I think the screenshot quality is a bit low (everything is super-sharp in game) and it
seemed unnecessarily cluttered (first impressions is "too many weird buildings" - you dont see what are the generators yet, you won't notice the links so you won't see the "connections" between towers that you have with game knowledge).
I'm not much for this graphic style as it usually looks kinda "cheap", but the details of towers are actually nice enough so it actually looks nice overall too (i would change the grounds outside the chessboard because to me they dont even fit with the graphic style of the towers, then again they do
a little bit... and I guess this one's a matter of personal preference).
I would make the placement arrows bit more visible (because I cant see them when there is a tower directly under the arrow). Besides that it all seemed fine, and the ui style fits well. :)
And the soldiers are so cute!!! x)
GameplayI was
not looking forward to the game because I do
not like Tower Defenses. But your description, the mention of puzzles etc, intriguied me, that's why I wanted to give it a try.
What a pleasant surprise! One of the big downfalls for Tower Defenses is, at least for me, the amount of towers you have to build, but here the building tempo is 1 tower per turn, which in return gives each tower huge value. Forces one to think about his every move, which is good. I could see how with just a few types of towers the levels became a real puzzle that reminded me of chess
a lot, even though the basic gameplay is static (towers don't move :))).
(btw I didnt expect so many tower types in the end, nice work :) and the library with explanation is cool too, very helpful)
I like puzzles in general and I must say, I was engaged enough to go over the time I wanted to originally spend in game, so nice job!
While playing, I was mostly thinking about how cool the multiplayer matches must be with such a setup. The entire game really feels like "'static yet still active' chess". When the soldiers start walking out of the barracks, the game suddenly doesnt feel so static, and because of how they move, they don't actually "break" the original gameplay feel, so nice job!
(Only thing a little bit confusing about soldiers was that when they can pick from two targets, they probably should attack the one to which they were originally headed, instead they
sometimes make a turn and attack the other target too - seemed connected to whether the other target is in the clockwise or counter-clockwise direction of where they are faced... understandable but a weird rule that i wouldnt like to think about all the time if I were to play the game and even compete with others.)
Oh and I noticed you already put in lots of work into it, I mean around 30 levels? I went through the first half (nice learning curve and difficulty graduation!) and then skipped away through the rest, but the puzzles are very... "puzzly-like" :D I bet the second half of the game would take me
at least an hour, probably more, to solve.
And then the multiplayer... the puzzle vs puzzle concept is very cool and I'm tempted to go see it in action! :) (the single-player already suggests how it could look like... except that both players get to build each turn (i checked)... yay! :))
There is one thing that's more about the world setting than about the gameplay, but... it is kinda strange to see ballistas and catapults and medieval castles to be powered by electricity. xD I mean, it can be refreshing if this is the kind of world you have, but in that case I would expect some "intro" before the first level starts, even if its just a few sentences, something to give us the "atmosphere" or the "gist of what world is this", so it doesn't come as such a surprise.
(edit: btw the generators are very important for how the game plays right now, however when looking at a "fantasy tower defense", I would not expect them and therefore I would not expect the complexity related to them. The "Keep the keep" name also does not suggest this, and now that Im at the subject of the name: I know it's "funny", but it doesnt tell you that 1) this is more than a fantasy keep 2) you are building keeps! and breaking keeps! nobody keeps the keep as it was in this game, so what keeping (except for the little "main keep") are you talking about, you know what I mean? xD I think there might be a name out there that suggests "puzzle" and "building" much more. After all, this isnt just a tower defense,
and it certainly isnt FarmKeepville :p Then again the name isnt entirely bad and I do understand that you already named it on Steam, so a change probably isnt really an option anymore... (but i dont know how steam works))
Didn't encounter any bugs except:
- Often I click building in left menu and the grid starts showing where I can place it but when I try it, I cant unless I click it in the menu again (only then it becomes "selected" and I can build).
- The reload level does not work if you have selected a building to build (had to cancel first, just a little annoyance).
- I couldnt start the game from steam, it had some trouble "updating exe" or whatever. But it worked when I just started the exe directly from game's folder.
Your questionsYou actually posted some questions in the description, so I'll try to answer those.
Now, we enjoy some publicity on Steam, but we haven't yet got to gather enough feedback to understand how much sense does it make to pull it through. Like, add more Towers, add proper Achievements, improve our existing Level Editor, get some story-driven campaign in, etc.
I don't have experience publishing on steam but I'm pretty sure that it's
not such a big deal, especially nowadays when Steam is used to publishing shitloads of early-access indies. So in that sense, "pulling publishing on Steam through" is same as with any other publishing. Except you are publishing an indie game, so nobody will expect that you publish a finished game - you can publish indie in any state, the only important thing is to be honest about what state it is in.
If I misunderstood the question and you mean, in fact, the 8+ euros price tag you put on the game, and you are asking "what would make the game worth it"... that really depends on each person. To me that's pricy, I buy indie games for that price only if they are a
piece of art. And finished. With shitloads of content.
But I think that
for someone, you might already be pretty close to offering "enough" for the money. Especially if you "promise" that you keep working on the game.
Which things would push the game closer to that price in my eyes? Any of those that you wrote would help.
- ppl love achievements and are usually easy to make
- you got lots of Towers but yes, more towers and more levels is a way to go, whether now or in the future
- story-driven campaigns are always in demand but the storytelling must be good
- actually i dont think you need Level Editor xD instead make it so there are always ppl for multiplayer matches :P
- plus comes to mind: more visual polish never killed anyone (i think)
Keep in mind that every player has his own preference (and also different amounts of money for games). For example, I think that lots of ppl would go pretty much crazy if you made another
hundred of these puzzle leves. Meanwhile I'm the type of player who will say "good job" but will not buy/play these levels, because these days I don't play single-player anymore.
How fun is the main mechanic, would it appeal to you?
I think I answered this in "gameplay" but just to summarize, I really like what you got here. It reminds one of chess and tower defenses yet it plays very originally. The turn-based gameplay is perfect for such a puzzle.
Thanks for letting me test it, it was fun! Good luck with it, it's on a good road. :)
edit: I left the discord and wanted to let you know afterwards in direct message... to find out that you don't accept messages from non-members unless they are in your friend list. Oops, my bad! Well, I'm sure you'll get to read this anyway. :))