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gwj32's Issues

Design fun to play waves

Ideas for waves:

  • 1: No money/esscence -> Have to kill enemies using melee attack only collecting essence to build towers in second wave
  • 2: Can build 1-2 Towers using the money from wave 0, teaches tower building
    • Enemies should be hard enough so that melee alone won't be an option?
  • 3: Player can build more towers and enemies come from multiple sides, forcing the player to plan ahead and place towers where they can't melee it
  • 4+: Stronger enemies and Attack/Wave patterns that force the player to sell/move towers more and more

Design and implement all enemies

Beside the first small goblin enemy there are more needed whith varying health and speed so that they can be fought with certain tower combinations best.

Dialog System

We need a dialog system to guide the player through the game and teach them about the turrets and enemies.
Also could introduce some monologue from the hero to tell the story.

Implement basic Accesibility

Since GWJ also rates accessibility and it would be a good thing to learn we should try to make the game more accessible.

According to their roadmap the basic features include:

  • Allows controls be remapped/reconfigured -> Implement Remapping section in main menu
  • Ensure controls are as simple as possible, or provide a simpler alternative.
    • Make it playable without mouse and with gamepad only. E.g. build towers by walking up to slot and press a key
  • Ensure that all areas of the user interface can be accessed using the same input method as the gameplay
  • Include an option to adjust the sensitive of controls
  • Ensure interactive elements/virtual controls are large and well spaced
    • Double check that fonts and tooltips/hints are readable
  • Include toggle/slider for any haptics(we probably don't have any)

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