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12-29-2017, 09:11 PM
#11
Joined: Mar 2016
Posts: 106
I would have to say #2 please. I think having daily quest is a great incentive for players to go back and play everyday. But please make sure not to make it too grindy and hard. A generous reward certainly wouldn't hurt.

Quote:
Originally Posted by Etherbottle View Post
We'd like to gather some feedback on our next steps. We have a lot of ideas on how to expand the game further, but we'd like to hear your thoughts on what is most urgent. These are the top three features we are thinking about adding next:
1. Friend Battles. A player can have a list of friends. These can be challenged without any change to rating or earnings of Ether.
2. Daily Quests. Every 24 hours, the game would issue a couple of quests to the player. Completing the quests means additional rewards of gems and/or Ether.
3. Guilds/Clans. A social group to gather in, with its own chat, ranking, etc.

What do you guys think? Which of these is more important to introduce first? Or is there something else that is even more important? Let us know what you think!

// the DoD team
12-29-2017, 09:18 PM
#12
Joined: Dec 2017
Location: Georgia
Posts: 22
Well, if you're looking for increased player base overall, the first thing I'd suggest getting is friends. It's the first step to being social, whereas guilds are generally the second. Plus, guilds would need more work as you'd have to have stuff like a chat box and other additional things like guild level, upgrades, rankings.

As for myself... I think I'd love to see leaderboards first. I like seeing where I rank compared to everyone else, perhaps even being able to see what decks they've got loaded up so I can incorporate some of their ideas into my own.

12-30-2017, 02:12 PM
#13
Joined: Jun 2017
Location: Sweden
Posts: 88
Are emotes important?

Would you say that it's important to be able to communicate with your online opponent using emotes (short, pre-defined messages), like "Good Game!", "Ouch, that hurt", "Wait for it...", etc?
Would you have used emotes if we had them, or is the game too fast paced?
12-30-2017, 02:39 PM
#14
Joined: Dec 2017
Location: Georgia
Posts: 22
Quote:
Originally Posted by Etherbottle View Post
Would you say that it's important to be able to communicate with your online opponent using emotes (short, pre-defined messages), like "Good Game!", "Ouch, that hurt", "Wait for it...", etc?
Would you have used emotes if we had them, or is the game too fast paced?
That was actually going to be another suggestion I had before I thought of leaderboards. The game's definitely not too fast paced as there's almost always a bit of a lull between waves sent. Would I use them? Probably not too often. As defender, I usually just watch the map and wait. If the attacker is aggressive then there'd simply be no time and if they're not, I'd be planning where my towers would go if he went with air or ground next.

As an attacker, I'd probably use emotes a little more often because when you're sitting there waiting for energy there's really not a lot to do.

Ultimately, to me, they're just a handy little extra that could be nice but isn't at all necessary and isn't exactly a useful feature.
12-30-2017, 07:40 PM
#15
Joined: May 2015
Posts: 198
Id say #1. Friend battles. Thats a must on any game!
01-01-2018, 07:48 AM
#16
Joined: Jun 2017
Location: Sweden
Posts: 88
Quote:
Originally Posted by Hydrawolf View Post
That was actually going to be another suggestion I had before I thought of leaderboards. The game's definitely not too fast paced as there's almost always a bit of a lull between waves sent. Would I use them? Probably not too often. As defender, I usually just watch the map and wait. If the attacker is aggressive then there'd simply be no time and if they're not, I'd be planning where my towers would go if he went with air or ground next.

As an attacker, I'd probably use emotes a little more often because when you're sitting there waiting for energy there's really not a lot to do.

Ultimately, to me, they're just a handy little extra that could be nice but isn't at all necessary and isn't exactly a useful feature.
Thanks!
Regarding leaderboards, that's something we talked about in earlier days, but never got around to. I'll put that item back on our list of things to consider.
01-01-2018, 09:13 AM
#17
MOBA + TD = ... MOBA. All MOBA are capture the base games with offense and defense. The opposite of defense is offense, which is not innovative or new. Thus, this is NOT a Tower Defense game. It's a MOBA and most people who like TD won't enjoy it. The genres don't go well together. Defense games are always turn based due to the ability to adjust the speed of time. MOBA games are a type of RTS. ---- combining these genres is not new and not too popular. It's better to pick one or the other or at least provide paths where the player can fully automate their own bases AI. For instance, I love Bloons but I can't stand collecting currency by tapping, so I upgrade the RPG elements in such a way as I do as little as possible. -- mixing genres is dangerous when one style of gameplay is hated by the niche you're targeting. The balance is precarious. Plants vs Zombies 1 did it well but I still hated tapping all those sunshine points just like I can't stand collecting bananas in Bloons; but each had alternate ways to make up for my slow fingers. I want abilities to make myself more defensive and less offensive. Without them, most games are less innovative than they are restrictive. By this definition Minecraft is technically a TD game and that not correct. It's an ARPG with TD elements. That is correct parlance. This game seems to be a MOBA with TD elements, but since that's redundancy as all MOBA have some for of base defense as an integral part of the game. Thus I find the description wordy, redundant, and contradictory as hyperbole used so losely for genre description that it boarders false advertisement. TD = RTS > MOBA. TD and RTS are the game styles that defined MOBA; Thus they are always implicit in MOBA rules. Just like we call Countersrike an FPS despite having TD or RTS or MOBA elements, it's is still mostly RTS. /---- this game description really confused me. Due to the MOBA elements I already know I will dislike the game despite loving TD. QED.
01-01-2018, 09:23 AM
#18
Hire a Lawyer to check your description legality

"Dash or Defend merges the Tower Defense genre with Real-Time Strategy and MOBA in a way that has never been done before. While it is clearly building on great Tower Defense traditions, there's more action, faster decisions and sweeter victories than in any TD game you have ever played. That's a promise!" --- false advertising. I would delete this before being sued. This has been done before in several games. This is a dangerous liability to promise as I haven't even played the game and already know that it's worse and has less sweet victories and my favorite TD and/or MOBA games that bend genres. Off the top of my head: Santum, Bloons, Bloons TD Battles, Orcs Must Die 1& 2, Minecraft mods, Certain modes for TD games have MOBA styles missions played by AI sort of like Majesty, I mean... I must have 20 more games that make this sound untrue.

Last edited by Hiraether; 01-01-2018 at 09:27 AM.
01-01-2018, 12:15 PM
#19
Joined: Dec 2017
Location: Georgia
Posts: 22
Quote:
Originally Posted by Hiraether View Post
I haven't even played the game and already know that it's worse and has less sweet victories and my favorite TD and/or MOBA games that bend genres.
So you haven't played the game and, based on your previous post, already are classifying it as a MOBA and not a Tower Defense game? You're wrong, plain and simple. I've played many many Tower Defense games, trailing back over 15 years to Warcraft 3's amazing TD mods, many of which were multiplayer, and this game is closest to those. It's a tower defense and a reverse tower defense (similar to Anti-TD on Kongregate). The only thing that makes it like a MOBA is the fact that it's multiplayer, has minions, and towers. You're not controlling heroes, farming minions, attacking and defending against your opponent at the same time. You're taking one side, offense or defense, and pitting your wits against your opponent to try to beat them.

Also, tower defense lovers will LOVE the game. You can opt to only play as defender too if you couldn't care less about offense and vice-versa. As for it being new? You're right, it's not exactly "new" but it is something that's rarely done and something I very much appreciate. I had been hoping for a multiplayer TD for years and honestly there are very few out there. It's a market that hasn't been tapped much and I feel it was a great idea for them to make the game.

As for advertising, their claims have no malice nor want to deceive users, and also the product is free so there can be no money wasted on said product. In America at least, you need four things in a successful false advertising suit:

1) A false statement was made about the advertiser's own offerings or another person's goods, services, or commercial activities.
2) This statement either deceives or has the potential to deceive a substantial portion of its target audience.
3) The deception is likely to affect the purchasing decisions of its audience.
4) The false advertising has the potential to cause or caused injury, damage, or losses to the plaintiff (or the public)

There is nothing being purchased except potentially in-app purchases and a suit would have to be directed at those specifically (which are quite direct about what you receive for your money). If they wanted to be extra careful, they could certainly remove the promise, but it's in no way necessary by America's standards at least.
01-01-2018, 02:41 PM
#20
Joined: Jun 2017
Location: Sweden
Posts: 88
Quote:
Originally Posted by Hiraether View Post
"Dash or Defend merges the Tower Defense genre with Real-Time Strategy and MOBA in a way that has never been done before. While it is clearly building on great Tower Defense traditions, there's more action, faster decisions and sweeter victories than in any TD game you have ever played. That's a promise!" --- false advertising. I would delete this before being sued. This has been done before in several games. This is a dangerous liability to promise as I haven't even played the game and already know that it's worse and has less sweet victories and my favorite TD and/or MOBA games that bend genres. Off the top of my head: Santum, Bloons, Bloons TD Battles, Orcs Must Die 1& 2, Minecraft mods, Certain modes for TD games have MOBA styles missions played by AI sort of like Majesty, I mean... I must have 20 more games that make this sound untrue.
Hi Hiraether!
I am one of the developers of the game. I figure that since you have spent some time on your posts, you deserve a response from us. To be honest, there is a bit of an aggressive vibe in your text, but in the spirit of constructive conversation, I am choosing to interpret it as passion (which it might well be).
The first sentence you quote is in my opinion objectively true. According to our research at least, no-one else has released a single game that works like Dash or Defend does. Bloons TD for example, is a symmetric PvP game, whereas DoD is anti-symmetric. Our inspiration for the anti-symmetry was StarCraft (one of the best games ever, IMHO). Most TDs are of course not PvP at all, but those that are tend to be symmetric.
The second sentence is of course a subjective statement. It will perhaps not be correct for 100% of all players. You may be correct in advising us to remove it. We disagree that it fits the definition of false marketing, but we're not into this to aggravate anyone (we just want to make great games that people love to play). Apple doesn't allow changes to app descriptions outside of updates, so a change would happen earliest with the release of our next version.
I hesitate to ask, since you may have formed your opinion already, but if you have a few minutes, why not try the game out? I would love to get some suggestions on how to phrase our pitch differently (and non-offensive to every-one).
Thanks for getting involved in any case.