comments for Goblin Buster: Incremental Tower Defense
sort: go backOn mobile it’s not letting me hit play
Games title includes "Incremental Tower Defense"
Neither in the Demo nor in the steam page can I find any incremental aspects (not trying to be rude)
It looks like a very standard roguelite towerdefense game. Very standard, but decent foundation. Go on tower defense runs, fail or solve all waves, spend resources between the runs to make the next run stronger. Quite linear progression. (Damage Numbers also weren't going above 100 or anything on Map 3)
Should there be something I missed or that will be added in an incremental way, the dev can ofc tell people about it.
Cant read the text because fullscreen is not so nice with unity
stuck on "Loading game for the first time..." for 10 minutes now
Termt: galaxy bug, sorry! Thought I entirely removed the need for the checkbox / galaxy blocking fullscreen but I mustve left something behind. Should be fixed within 30 minutes
i really enjoyed this! was a lot of fun adn will be wishlisting!
Fullscreen simply doesn't work right now. Galaxy's fullscreen button does nothing meaningful, the game's fullscreen button just makes Galaxy throw the little "use our own fullscreen button" message. There's the little note of "allow to go fullscreen in Galaxy's settings" but like... where? I don't see anything applicable in the tweaks menu.
And the game window is just small enough for text to be annoying to read.
Audio settings don't apply properly on refreshing the page, it treats it as if Master volume is set to max till you move the bar a pixel.
For anyone having trouble with fullscreen, what I did was use Galaxy's expand button, and then clicked the blue fullscreen icon that appeared next to the game's name.
not incremental enough for my tastes.
i don't like the UX with spells vs clicking towers to upgrade. very finicky and annoying as you accidentally cast the lightning spell a lot while trying to upgrade towers.
lastly, to make it more "incremental" there shouldn't really be multiple tower types. one with branching paths of upgrading it that can ultimately ALL be obtained to create ultimate towers, some of which should be so expensive that the idle income stuff needs to be upgraded a lot (with premium currency dropped from levels somehow)
of course, these are all my own tastes. if this isn't what you're going for then of course my thoughts here aren't that relevant.
as for the good stuff: i encountered zero bugs. the look/sounds were great.
and despite my feedback being mostly critical, i'd give this a solid 4/5 as a game overall. just a 2 or 3 out of 5 as an incremental, but it could easily be better imo.
I can't click!
Pros
++ Very reminiscent of the Flash era of Tower Defense (TD) games, with a newer roguelite aspect.
+ Both the music and the graphics are good and work well together.
So-Sos
~ VERY reminiscent of the Flash era of TD games, UI is quite basic, no upgrade paths for towers, and a lot of more modern TD QoL features are missing.
~ Upgrading passive income requires the resource it creates. Usually, if you want to upgrade the income, it's because you don't have enough already. In my opinion, upgrading wood income should be paid with stone and vice versa, but it's a design choice at the end of the day, not something to necessarily be faulted.
Cons
- The web version is a bit janky, the auto-fullscreen doesn't always work (Uncaught (in promise) TypeError: Fullscreen request denied), sometimes using Unity's fullscreen option throws a Javascript error, and the "quit" button is unnecessary.
- No key re-binding. Making skills require a click to "prepare it" just means that if you click by accident you have to click the other mouse button to interact with towers again (or use the skill).
-- The missing QoL features I would expect at a minimum for a TD game in 2025: Calling waves early, x2/x4 speed, the "golden five" targeting options (first, last, strongest, weakest, closest - all of which update before it shoots, instead of sticking to the same goblin until it leaves the tower's range/dies), seeing the range of a tower before placing it, a bestiary showing basic stats of the goblins, a number for my HP rather than guessing if I'll survive the damage that bomber will do to me.
Overall
If this was released 20 years ago, it would be one of the best TD games on the web. By 2007 it's got competition. By 2011 it's been blown out of the water and forgotten.
If your goal is experience, I'd say you've made a serviceable retro-style TD game, very decent for an early project.
If your goal is money, I'd say it needs a bit longer than a month in the kitchen if you're hoping to sell the full game for more than $1-2 on Steam.