Tower Unite

Tower Unite

Tempest
6 Comments
Bloodsucking Girlthing 27 May @ 10:53pm 
Also, final note: very based removing an asset when you realized it was AI-generated :ss13ok:
Bloodsucking Girlthing 27 May @ 10:51pm 
- The darkness really affects navigation on hills, and on the lighthouse hill I felt like you couldn't see the small ledge near the top.

- I felt the mandatory generator objective was the single most punishing consequence in the whole map. At the very least it should be reduced to 1 or 2 instead of a whopping 3. Also, while it was too difficult for me to do so, you could abuse that to destroy the point economy and potentially max out in a single day.

Positives:

- I LOVED the messages in the bottle, both because they were fun little references and also because YOU CAN FIND FUEL AND SKIP A GENERATOR OBJECTIVE.

- The pumpkin spawns felt fair. I never felt overwhelmed by them.

- The map is beautiful and has so much attention to detail in it.

- The objectives that did complete quickly were much appreciated. Maps that have objectives requiring you to hunker down for nearly half the timer feel boring.

Hopefully my feedback helps! I'm looking forward to more from you in the future!
Bloodsucking Girlthing 27 May @ 10:49pm 
- The nameless heart ritual objective could progress faster. I couldn't manage it a single time in my previous attempt, and it was hours long.

- The rainy weather on top of the high amount of zombies caused a ton of performance issues.

- The nightvision goggles from the Find Supplies objective actually made it *more* difficult to see. The skeletons were completely washed out!

- There are a lot of spots you can find yourself cornered and not realize it, namely around the steps down to the pier. I was expecting to fall down off the ledge and watched myself get pulverized instead.

- The tokens were unique, but I felt I couldn't find the time to go out of my way to redeem them while also doing the objectives. Also, I never got any other result but nothing and enemy spawns so I ended up feeling it wasn't worth engaging with.

- The custom "enemy" of the exploding skeleton could have a slightly longer telegraph. I also felt like it teleported too fast to fight.
Bloodsucking Girlthing 27 May @ 10:48pm 
So, I played it again and got through it fairly easily--only had to retry twice. The main difference here was that I didn't get hit with the mandatory generator objectives. Failing an objective, as far as I understand, affects you even on restarts. If you're already struggling, that can compound into an unwinnable situation and I think that's what happened to me. Overall, I enjoyed it much more my second attempt, mainly because I knew what to expect and had a better adapted build in mind.

That said, I think there are still some problems with the map:

- Difficulty scaling: werewolves on day 2 and the amount of ghost spawns aren't insurmountable, but definitely felt like a rough spike. If anything I'd swap when the vampire and the werewolf spawns because the werewolf has more health.

- I felt the uneven terrain made targeting difficult (but that's more TU's fault). This made defending certain objectives like the generator on the hill more difficult than they needed to be.
worms  [author] 27 May @ 7:18pm 
Yeah it is very tough, mostly by design; I personally enjoy the challenge but I can see how it'd be way too much. I've thought about releasing an easier version with the events/extra zombies spawns toned way down, but I hadn't heard any negative feedback about the difficulty (or any feedback at all lol) so I just never got around to it. It probably wouldn't take more than a few hours though, so maybe I'll do that soon.
Bloodsucking Girlthing 27 May @ 12:27am 
This map is insanely difficult, and not in a fun way. There are so many different things that stack up that would be fine on their own, but altogether is way too much to manage.

I adore the amount of detail in this map, the unique mechanics, and the design itself. That's why it hurts so much to leave a review like this.