so, let's talk.


So let's talk a bit about this project. It's idea, it's current state, alpha/beta, ...

At first, this game is not published yet, if you were wondering. This also means that anything you are about to see is non-final, but I think it's good enough to show you what I am going for. Now let's tell me something about a project I wanted to do since I started programming!

What is aton?

Do you know Tower Defense? Yeah. It's a bit like that. Imagine Tower Defense but competitive and without a computer enemy. That's aton. It's a competitive multiplayer TD. Let's break it down.
You'll always see a map, mirrored in the middle. White is where you are, gray where your enemy is. You'll place your stuff on this grid.
Why a grid? I want every decision to be impactful. You'll need to decide what you place and where you place it, since breaking it is possible but costly.


WAIT, there's only one map? Nah. Of course not. There is a growing pool of maps. But which of these maps will we play on?

Well, let's have a map voting at the match start (well, more like a "both players switch a map and one of those is played at random thing").

Uhh, that looks quite promising, doesn't it? Currently, there are 7 maps in the Map Pool, but I kept everything modular so more Maps will continue to flow into the pool. Alright, we got maps and fields to put stuff on, but what do we put on it?

That's easy to answer:

Buildings.

"WoW, i NeVeR tHoUgHt Of ThIs."

Thanks. *pats head*

Of course, there aren't just some weird buildings, SO LET'S TALK BUILDINGS!

There are three types of buildings and one type of destroying them:


BASIC:

Contains a bank (generates money, yeay. also increases the limit of money you can have) and a life storage (increases your life by one, great for some last-second rescue and may make a difference on who dies first).


TURRETS:

Contains turrets. Turrets go brr. Monsters go dead.


SPAWNER:

Contains spawners that spawn monsters. They decrease the life of your enemy - and that's great!


BREAK:

Destroys the building on the selected field. Like anything, it will increase in cost with every usage/building built.


Everything you saw is already in the game, working and optimized quite alright (showing everything would be too much so I decided to keep it to a minimum now and to post a short gameplay teaser the next days). There are many types of turrets and spawners with different price curves and stats and there will be the option to customize which ones you are using to change strategies.


What is the current state?

It's in a state where all main gameplay mechanics are in place, but there is a lot of optimization missing. And there are many more advanced things I want to have in the game before I consider it even ready for beta. I want upgrades, custom kits (customizing wich buildings you are playing with), better matchmaking, basic progress/unlockables, more fancy buildings, and monsters. If you want to, you may check out my Trello board.

Looks great, where can I play it?

Thank you! Sadly, you can't right now.  I am working hard at the game, but I am a perfectionist, so this might take some time. BUT: I might do a closed alpha/beta, playing with some people, having fun, and collecting a lot of feedback. I think about setting up a discord server for that, it would be great to know if you are interested.

If you want to, maybe add the game to your watchlist, it would mean the world for me if I actually would get some people to play it!


Thank you for reading through all of that. Feedback would be great, I'll try my best to answer questions, suggestions and such as fast as I can. Some demo gameplay footage together with a short explanation will follow soon!

Have a groovy day,

Dominik.

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