DEFENDERS OF THE FALLEN ISLAND

DEFENDERS OF THE FALLEN ISLAND

A few ideas
The game has a lot of potential and I hope it becomes sucessful. Here's a few ideas/thoughts that might help.

1. Pricing: I think for an EA title the current price is too high, I got my copy originally in an IndieGala bundle and on key stores its quite cheap. I would cut the price by 75% and give 3 free copies of the game to existing owners. This will boost the player base which is essential for building up multiplayer popularity.

2. Consider Free To Play for the final release. Games like TF2 War Thunder, War Frame do really well as F2P. Offer a range of premium cosmetic items that don't make the game P2W or create a loot box / key culture. If you do reduce the price always reward players who have paid with a bonus.

3. Game Play
- display the base health more prominently with loud warning alarm noises when the base is taking damage.
- allow respawn if your tank gets destroyed.
- improve the sounds, the default laser is too quiet.
- display the AI route before the wave starts (perhaps just in easy/normal mode ?) this would help palnning defences.
- allow control of turrets in first person mode

4. Game Controls
I think you should try playing War Thunder tank mode and see how their keyboard and mouse controls work. Key points are:
- hold down C key for mouse look around the vehicle (without needing to turn the turret)
- shift to go into periscope mode
- right click to zoom
- number keys to select weapon system / shell type
- space bar to fire seeconary weapon (e.g. machine gun)
If you could follow this standard for your control system it would improve gameplay and increase appeal to War Thunder players looking for something different.
Other War thunder features could be borrowed, e.g. the tech tree, component upgrades.

5, Team Fortress 2 Mann vs Machine / Killing Floor wave structure
I'd recommend playing some MvM mode and borrowing some of the game structure. Have a fixed number of waves, and go to the store / upgrade centre at the end of each wave.

Also if you could implement a class system for tanks I think the teamwork element of the game would be enhanced greatly. Have tank equivalent of the TF2 classes which can be upgraded over time.

e.g. Heavy tanks, sniper tanks, scout tanks (perhaps with cloaking device upgrades), pyro tanks (flamethrowers, napalm missiles, etc), Demo tanks (firing mortars and dropping detpacks) and engineer/medic tanks to build and heal.

6. Dedicated Servers
A few dedicated servers would boost the game, also regular scheduled events so people can try multiplayer.
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Showing 1-5 of 5 comments
Open World Interactive  [developer] 6 Apr, 2018 @ 9:43am 
Originally posted by True Defective:
The game has a lot of potential and I hope it becomes sucessful. Here's a few ideas/thoughts that might help.

1. Pricing: I think for an EA title the current price is too high, I got my copy originally in an IndieGala bundle and on key stores its quite cheap. I would cut the price by 75% and give 3 free copies of the game to existing owners. This will boost the player base which is essential for building up multiplayer popularity.

2. Consider Free To Play for the final release. Games like TF2 War Thunder, War Frame do really well as F2P. Offer a range of premium cosmetic items that don't make the game P2W or create a loot box / key culture. If you do reduce the price always reward players who have paid with a bonus.

3. Game Play
- display the base health more prominently with loud warning alarm noises when the base is taking damage.
- allow respawn if your tank gets destroyed.
- improve the sounds, the default laser is too quiet.
- display the AI route before the wave starts (perhaps just in easy/normal mode ?) this would help palnning defences.
- allow control of turrets in first person mode

4. Game Controls
I think you should try playing War Thunder tank mode and see how their keyboard and mouse controls work. Key points are:
- hold down C key for mouse look around the vehicle (without needing to turn the turret)
- shift to go into periscope mode
- right click to zoom
- number keys to select weapon system / shell type
- space bar to fire seeconary weapon (e.g. machine gun)
If you could follow this standard for your control system it would improve gameplay and increase appeal to War Thunder players looking for something different.
Other War thunder features could be borrowed, e.g. the tech tree, component upgrades.

5, Team Fortress 2 Mann vs Machine / Killing Floor wave structure
I'd recommend playing some MvM mode and borrowing some of the game structure. Have a fixed number of waves, and go to the store / upgrade centre at the end of each wave.

Also if you could implement a class system for tanks I think the teamwork element of the game would be enhanced greatly. Have tank equivalent of the TF2 classes which can be upgraded over time.

e.g. Heavy tanks, sniper tanks, scout tanks (perhaps with cloaking device upgrades), pyro tanks (flamethrowers, napalm missiles, etc), Demo tanks (firing mortars and dropping detpacks) and engineer/medic tanks to build and heal.

6. Dedicated Servers
A few dedicated servers would boost the game, also regular scheduled events so people can try multiplayer.


Thanks for the suggestions. We were discussing about ideas about how to increase our player base. We will make some adjustments in the near future.

About gameplay;

Alerting players when the temple gets attacked would be a good feature.

Actually we don't wanted to have an automatic respawn system. Actually the upgraded repair turret respawns the tank very fast. We wanted the players prevent from rushing into the intruders without taking any risk. Maybe we can make some adjustements on repair turrets to reduce the respawn timers.

About the AI routes, since our game doesn't have a grid based system, we actually don't know where the AI can come from. Grid based games can calculate these features easily but our game has an open world based system which might reduce the performance on drawing each AI's route. We might try some different methods but can't promise if it will work well without costing some performance.

Class system was on our features list and we will have some cool new ideas which will add more depth into the game.

Our network system uses peer to peer connection. Dedicated servers won't change too much since our game design does not require a server to open all the time. The main problem is that our CCU is currently low and we will make some adjustments to greatly increase the number of the players.
True Defective 6 Apr, 2018 @ 4:49pm 
Thanks for the reply and the answers. I'll try upgrading the repair turrets and see how that works.

I'll look forward to seeing a class system in future plus other great features :)

myboosto 9 Apr, 2018 @ 2:19pm 
I also have an idea. You should make more save slots so that I can start games on multiple difficulties without sacrificing my current game.
Open World Interactive  [developer] 10 Apr, 2018 @ 12:33am 
Originally posted by myboosto:
I also have an idea. You should make more save slots so that I can start games on multiple difficulties without sacrificing my current game.

This is what we were currently working on. We will publish that feature as soon as possible.
myboosto 10 Apr, 2018 @ 12:21pm 
Sweet. Just make sure my current game is not deleted when you publish that feature as I am at a high round. Loving the game.
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