BigTree Defense Post-Mortem: Balancing a Tower Defense Game
Here are some comments our recent release, BigTree Defense, received on Kongregate.com:
“i’m going to lower my rating from 5/5 to 1/5 because level 8 seems impossible.”
“yeah, agree with the rest. really cool and fun, but it just gets too complex and confusing…”
“waaaay too hard! i couldn’t pass level 2… however 4/5.”
“It’s not too hard if you se some good tactic.”
“Beat it, didn’t take too long.”
“EASY!!! hungry apples and shines FTW.”
We know. You have to take pseudo-anonymous comments on the internet with a grain of salt, so maybe picking those out aren’t necessarily the best example of our struggles in trying to balance this game. That said, they for the most part reflect the comments from our own team (both Candystand and developer Burstyx) that cropped up while we were bugfixing and integrating BigTree.
Balancing a tower defense strategy game, especially one taking place on an open stage (as opposed to grids like most other TD games), is no easy feat. You have to set and test the attack/range/firerate of each weapon, make sure the prices are accessible when the players need them, and determine how fast their stats are raised when players level them up. You have to set damage, health and speed of enemies, as well as control how many are able to spawn at a time. You have to figure out how many points to award the user for eliminating each enemy to spend during the level as well as how many points to award at the end of the level for upgrades.
Burstyx had done a great job figuring out most of this before we even came into the process, but we still wanted to make sure it would be accessible to Candystand’s users.
When your QA tester tells you that he can’t get past a level, even when he’s hacking the code and giving himself unlimited water points, you know you have a problem.
We thought the actual mechanic and unique twist on tower defense was great and wanted users to be able to play around with the game without finding it too punishing, at least in the beginning.
Here Are Things We Tried
We tried just grinding. Straight up, just playing Battles 1 and 2 over and over again so that we could level up our weapons in the Upgrade/Equip area before heading into battle. We questioned whether or not our ‘casual’ audience would be turned off by this.
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Fruit Cannon: Basic cannon, average damage, fire rate and range.
Nut Cannon: Fast cannon, low damage but high fire rate and range.
Torpedo Fruit: Heavy splash damage, but low fire rate and range.
Gem Fruit: Slows enemies down, low fire rate and average range.