Yep, you read right. I’m releasing Def on the OUYA first. I really like my little OUYA box, and once I refined the gamepad controls Def actually ended up playing very nicely on it. It’s not quite as easy as a keyboard and mouse (I’ve actually made the default difficulty on OUYA ‘easy’ rather than ‘normal’ to account for this), but panning around with the right stick and positioning the crosshair to place defences with the left stick and D-pad is more than accurate enough with just a little practise. In fact, playing with a gamepad just feels cooler for some reason – and this is coming from someone who can’t play an FPS using a gamepad to save their life.
Haters gonna hate
I’m always a little puzzled by the amount of hate that has been piled on OUYA in recent months. Sure the plucky little startup has made a bunch of missteps in the early days of their console launch, and some Kickstarter backers have a few legitimate reasons to grumble … but nothing’s perfect. Let’s not forget that from a developer and player perspective they are also doing a helluva lot of things right. Bottom line: there are a bunch of fun and unique games on the platform (soon to include Def !), it shines when it comes to local multiplayer games nights, and the hardware is cheaper than some AAA+ launch titles. I like my OUYA, and amongst a sea of naysayers I admire the tenacity of the ‘little console that could’. So Def will arrive there first, as a little nod to those trying to do something different.
Unless there is some unexpected delay, Def should be available on OUYA Discover on October 10th, 2013, with a special launch price of $1.99 to unlock the full game. That’s probably stupidly cheap, so get it before I decide I’m selling myself short and raise the price :) Oh, and check out the trippy trailer !
See that little word up on the top left corner .. “ALPHA”.
In the mood for some playtesting ? Take a look at the first public alpha build of Def, the tower defense / RTS hybrid made by aliens, for aliens. No slick video promo, no Kickstarter sales pitch with promises made to be broken. Just a game. An actual game. It’s not quite done yet, but the first 80 % is there, and I’d really like some feedback – too hard, too easy, too buggy, too much fun ? (I wish) :)
Be sure to read the release notes on IndieDB, and send any feedback my way (comment here, there, or email perry at omgwtfgames.com). Games only get good through playtesting, so it’s difficult to over emphasise how important this feedback will be in shaping the final game.
I added a small but significant new feature to “Def” today .. but since I’d really like people to also watch Def on IndieDB as well as this blog .. here’s the link:
Yeh, you don’t even get a single miserable screenshot here. I’m such a jerk. Next I’ll be running loud autoplaying video adverts and using stupid top twenty lists with one item on each page to inflate page views.
Here’s what a level looks like pre-seeded with Phr ‘no build zones’.
I’m currently designing levels for the campaign/story mode of my tower defensish game Def. There are various approaches that tower defence (TD) or RTS games take in progressively introducing new tower types and enemy types. It’s not uncommon to have a kind of tech tree, or a store where new tower types can be unlocked. As the player progresses through levels and gains more money or experience points, a greater variety of towers become available. These open up new strategies which usually need to be exploited immediately to deal with new enemy types. Continue reading…