Hi Everyone, I'm working with a small team on a sci-fi tower defence game and we'd really like to get some feedback from the community. This is our first title and we are only a small team so your feedback means a lot. OVERVIEW 2112TD is a tower defence game for the mobile platforms combining both classic tower defence and real time strategy features. Set 100 years in the future, you must battle inter-dimensional hell spawn across the solar system and defend Earth’s colonies from complete annihilation. CORE FEATURES 11 Highly Detailed Maps All beautifully illustrated and based on locations throughout the solar system 4 Playable Game Modes Easy, Medium, Hard and when your ready, see how long you can hold back the hordes in Survival Mode 4 Towers Burn, blast, and obliterate the hell spawn with the Machine Gun, Flame Thrower, Artillery and Plasma towers 8 Prototype Turret Enhancements Gain access to the most sophisticated weapons technology by upgrading your turrets Get Stuck In Deploy the Fortification Wall and impede the monsters while your towers lay down fire or bring out the big guns with the armoured drone Death from Above Is the battlefield getting too hot to handle? Why not call in an aerial bombardment or U.A.V to assist in the cleansing of evil 16 Disguisting Monsters Who are they? Where did they come from? Nobody knows but they want to suck the brains and souls out of every last human in the solar system. Encounter four armour categories: light flesh, tough flesh, reinforced flesh and demon flesh Immersive Visuals Watch the epic battle come to life as your cargo ships drop off your turrets for deployment and the bomber craft swoops down and blows monsters to smithereens Tactical Research Console Research technological enhancements to improve your defensive capabilities on the battlefield Tactical Database Discover what U.E.R.I scientists have found out about the invaders and research how best to use your towers in the tactical database WORK IN PROGRESS GAME MEDIA CONCEPT KEEP CONNECTED WITH US: Facebook Page Twitter IndieDB Website Thank you for reading and we appreciate your time and feedback.
haha! Thanks If only we could get a license to use Rush for the game trailer! We are aiming to get everything wrapped up in the last quarter of this year. We should have some -in-game eye candy in the coming weeks. There are just a few pieces of visual content that need refining for the test map which we are currently working on. I feel like we now have no choice but to drop in a Rush plug.
We've got some new concept art and a very early preview of the tutorial mission on our Facebook page - enjoy and thank you! http://www.facebook.com/pages/2112TD/604356269591832?ref=tn_tnmn
There has been a lot of new material added to the facebook profile. New game play footage soon to follow! https://www.facebook.com/pages/2112TD/604356269591832?ref=tn_tnmn
Introducing the Flame Thrower Turret Family! Flame Thrower Turret - Level 1 The Flamethrower Turret Level 1 projects a fiery jet at its target, setting them on fire and burning them over time. All monsters that pass through the flame will be affected making it ideal for crowd control in close quarters combat. Flame Thrower Turret - Level 2 The Flame Thrower Turret Level 2 benefits from a second gas canister and redesigned gas combustion chamber allowing for a more intense flame jet to be projected. The increase in pressure drives the flame further increasing the target range. Flame Thrower Turret - Level 3 The Flame Thrower Turret Level 3 has been upgraded with a second rail providing even greater area of effect and damage output but with no additional range benefits. High Intensity Flame Thrower Turret - Final Option 1 The High Intensity Flame Thrower Turret ignites and propels sticky napalm liquid through a single narrow barrel. It offers significantly more damage and increased range at a cost of reduced area of effect. Flame Cannon Turret - Final Option 2 The Flame Cannon Turret offers superior area of effect damage projecting a blanket of flames at enemies. The broader area of effect comes at a cost of attack range. Keep up to date with the games development on Facebook.
Thanks saansilt your feedback is much appreciated! We've spent a lot of time thinking about the engineering behind the turrets because each design will have a unique animation which it will display as it prepares to engage a target. The Flame Cannon will rotate 450 degrees and expand so that it fires horizontally. The idea is that it will project a flame carpet dealing low damage but a lot of AOE in close combat. It's essentially a zombie slayer.
You said rts features, does that mean that we can feild infantry? If so do you have art of them? Also each planet should probaldly give bonuses based on its enviorment. Like this: Venus: Acid damage to all enemies due to the rains. Earth: Homefield, cheaper cost to build Mars: Bonus to fire damage. Asteroid belt: Quicker metal harvesting Jupiter(If on the planet itself): Ability to push enemies off into its crushing athmosphere. Saturn's Rings: Random projectiles seperate from the rings and on to the feild, hurting any enemies or friendlies. Uranus: Bonus ice damage due to the athmosphere. Neputune: Speed reduction due to the extremely high windspeed. Mecury: Defense in shadowzone, ability to push enemies into the searing sun washed side. Pluto: No bonus.
Hi Saansilt, I love those ideas. In particular I love the idea for the falling asteroids on Saturn. We will be introducing some robotic vehicles that can be controlled on the battlefield and that will engage monsters as well as carry out repairs. Infantry is something we are currently experimenting with and would like to introduce. On some maps the player will be able to select fortification platforms that will be built into the paths. If they upgrade them a wall be erected. This will temporarily hold back the hell spawn and if towers are placed near by it will make it will give the player a strategic advantage. If Infantry are added I hope that we can have them take advantage of the wall as well and use it for cover. We are aiming to make the game play feel quite relentless and have huge waves of monsters rather than single lines. It's going to be a slaughter fest!
We've just updated our website and added lots of new media for the game including work in progress screenshots - Enjoy! Anamoly Detected - NASA's Voyager 2 Satellite monitoring The Carrier in deep space Pluto Observatory Outpost Map Work in Progress 3D Assets Demonstration We'd love to get everyones feedback so far! Website Facebook IndieDB
Hi Everyone, Just a quick update with some new eye candy. We are now transitioning from further from concept to development. No videos just yet as we are saving this for the teaser trailer which should be at the end of the month! Command Centre Monsters arriving at the end of the path will no longer deduct the player's lives. Instead monsters that make it to the end will be faced with the Command Centre, a mobile fortress offering a number of tactical options for obliterating incoming threats. It is the heart of the battlefield. Its destruction will lead to the failure of the mission. A number of upgrade options will be available such as armour enhancements and a mounted machine gun. The armoured drone and the surveillance drone can also be deployed here and positioned on the battlefield in order to assist turrets. Tower Platform ( With Revised Design / Animation) The tower platforms are a relatively new feature that we've implemented. We decided to limit the number of locations where the player can build towers to make the game more tactical and require strategic thinking rather than just place as many towers as possible. Our original design didn't reflect the same quality of the rest of our content so we've redesigned it with a new build / upgrade animation. In the next update we will showcase the full build sequence with the Cargo Ship. Thanks for reading! Keep connected with us on Facebook and twitter. Your feedback means a lot to us. James
Whoa, first time hearing of this game. Yet another game to add to my watchlist. Sounds really cool. Do you have any actual gameplay footage yet?