what makes a great TD

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erabyss
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Joined: 9 Feb 2008 - 20:22
what makes a great TD

Im sure this has been done in the past but im new here and I want to know what you think.

What makes a TD game great?

Andromeda
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Joined: 14 Oct 2007 - 07:19

Different modes, special features...

jojotheduck
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Last seen: 9 years 1 week ago
Joined: 26 Jan 2008 - 18:24

Squirrels.

Ezo
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Joined: 17 Oct 2007 - 00:42
A great balance. That every

A great balance. That every level stays hard to win.

The Swedish Tower
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Joined: 13 Sep 2012 - 17:32

Something unique than the other doesn't have.

chaos2515
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Joined: 1 Sep 2007 - 16:04

ability to upgrade towers stats seperatly, like upgading dmg and range differenty.

ploxerdon
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Last seen: 8 years 2 months ago
Joined: 10 Feb 2008 - 16:09

many lvls and rpg-sprites,like im gonna make offtopic:i wanna make a td of this rpg: tibia.com.

The Noid
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Last seen: 5 years 10 months ago
Joined: 3 Feb 2008 - 15:26

I'm with Ezo on this one. Balance is the most important.

Another one is no useless towers. The game should force you to use all of them at some point in time.

And third, clear upgrade paths. I don't want to have to guess about the cost-effectiveness of upgrades.

And last, proper scaling, don't make me play on a poststamp size even tough I have a honkin' big monitor.

Skintkingle
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Last seen: 6 years 7 months ago
Joined: 20 Feb 2008 - 19:44

Original concepts, If you have a good idea and you don't think you've seen a TD do it before, Check the descriptions of the TDs on the site. If none match your idea, Get to work bro!

ctholm
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Last seen: 6 years 11 months ago
Joined: 4 Nov 2007 - 00:37
my 2 cents

Possibility of different strategies to encourage replays.

Either mazing or upgrade paths like desktop or protector.
And what all the others said :)

MartinX
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Last seen: 8 years 8 months ago
Joined: 5 May 2008 - 12:46

Different enemies,good graphic,upgrades, different towers and other stuff like mines.

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