#Pico TD

11 messages · Page 1 of 1 (latest)

hard gorge
#

Pico TD is a pixel-art tower defense game where soldiers defend against waves of enemy vehicles. The concept is inspired by the Bloons TD series.

Pico TD features tactical gameplay, where you position your soldiers to maximize their effectiveness. The game includes different soldier classes, enemy types, and several levels, along with the ability to upload your own levels following this example.

There are three classes of soldiers:

  • Regular Soldier: Balanced unit with moderate damage and a fast fire rate
  • Rocket Launcher: High-damage unit with area effect, slower fire rate.
  • Sniper: Long-range unit with high damage, slow fire rate.
    Enemies can be land, sea, or air-based targets, including trucks, tanks, drones, airplanes, boats, and more. Soldiers and enemies have multiple levels, providing increasing difficulty as the game progresses.

Available game languages:

  • English
  • Russian
  • Ukrainian
  • German
  • French
  • Spanish
  • Portuguese
  • Italian
  • Dutch
  • Turkish
  • Polish

The game is designed to be played with a mouse but also supports touchscreen input.
Pico TD is currently in early access and will be updated with new levels and balance improvements
You can play Pico TD on itch.io or on pico-td.kicshikxo.ru and access the source code on GitHub.

-# This is my first project using Bevy, and I’m not specialized in game development, but I would appreciate any feedback

cursive kindle
#

I played, nice game!
Love the aesthetic and UI.
But it would be nice to see the solder stats in the placing menu 🤔

hard gorge
tall hound
#

yeah, clicking on tile and then buying soldiers without knowing their radius is completely backwards

cursive kindle
#

But yes, maybe it worth to have a panel where you buy solders and then you place them with displayed radius 🤔

hard gorge
#

I'll see what I can do about that. Right now the most obvious option is to make a switch that will adjust whether to show a placement confirmation screen after selecting a soldier. And in confirmation mode show a preview of the soldier's radius without starting the game, with the option to reject or confirm the placement. What do you think of this solution?

tall hound
#

why not just do it like every other TD/RTS game

hard gorge
# tall hound why not just do it like every other TD/RTS game

Good question. The current implementation is based on an outdated concept. In the early versions of the project, soldiers couldn't be placed anywhere on the map, they had pre-marked points to do so. But I abandoned this idea and decided to allow soldiers to be placed freely, adding more variability. However, the soldier placement logic hasn't been fundamentally updated, and the selection menu has remained the same. I'll consider redoing this on a select-and-drop basis (if I understand correctly how it's done in other TD/RTS games), but it's a lot more work than just adding a confirmation screen.

tall hound
#

they usually also show enemy spawn points and paths and their types and amounts before starting every wave, and hovering over type showing their stats/weakness/tips