Beatfense – Alpha 7. This is not Beatfense anymore.

After trying to balance all previous versions we are testing a new idea. It’s still some kind of Tower Defense, in a sense: we have to avoid enemies from getting to the left side of the screen. But there are no turrets. Gameplay is now simpler but much more interactive, and quite suitable for multi-touch devices.

We still have the same Grid and enemies behave as in Alpha 6, using some basic steering behaviours (we still have to tweak them in order to look more ‘organic’). In this new iteration, however, touching a given Cell creates and maintains a Force Field that will push enemies away. When touch/click is cancelled, Force Fields simply fade away. This way you may create as many Force Fields as required in order to guide enemies at will towards… The Vortex!

Yes, I know, we should create our own dictionary…

Anyway, this Vortex attracts and absorbs enemies moving nearby. After a number of enemies have been sucked in, the Vortex explodes (destroying surviving enemies with a shock wave) and a new one appears at a random position on the left side of the Grid.

So, by touching the Grid you create Force Fields that push enemies, ideally towards the Vortex, in order to avoid them from getting to the left side of the screen.

In this first and visually disgusting test we see most of these ideas:

It’s surprisingly addictive! It’s easy to spend a few minutes simply guiding enemies towards the Vortex… But we already have plans for next updates:

- Different kind of enemies: heavier, exploding (they would destroy Cells), with non-linear movement…
- Sawtooth based difficulty levels.
- Dynamic grid cells that may affect enemy movement and Force Fields.
- More rewarding effects. Pushing enemies must feel good, and exploding vortex(es?) and thus advancing a level must feel even better.

Time is running out, so this version should improve quickly!

Beatfense – Alpha 6: breakpoint

We felt that Beatfense Alpha 5 lacked strategy. Placing Repeaters in Pulse lines was the only thing the player could control, but there was no relation between Repeater placement and enemy movements. One could just place Repeaters in a certain pattern and hope for the swarm to be contained, as enemies simply flew almost freely over the grid.

In many Tower Defense games, structures are placed so that the player can create paths that enemies will follow – players shape the battlefield, allowing them to devise defensive strategies.

We wanted to explore this mechanic, so enemies are now slower and come in waves. First wave has just one enemy, second wave has two enemies and so on… And they take Repeaters seriously – their steering behaviours won’t allow them to collide with obstacles. That way the player may create some sort of paths and divide enemy forces. But enemies shoot back as they move, destroying Repeaters! (they are ‘healed’ when they receive the Pulse). That way the battlefield changes constantly.

There’s also a crude resources management mechanism, although not that serious. Repeaters cost 2 points, killed enemies award 1 point and resources increase slowly as time passes. Just to prevent placing Repeaters everywhere… But it’s there just for testint purposes.

Anyway… now we have a weir prototype. It’s not as chaotic as previous versions, but it’s certainly difficult to understand what’s happening in the grid. All those Pulse lines going back and forth… We could take two paths now. Go on with Beatfense, adding more features (different kind of weapons, enemies, holes in the grid…), trying to balance all this… or go for something different, simplifying gameplay.

 

 

Rain, Sand, Stars now available for PC (Win/Mac) at Indievania

This week we released the PC version of Rain, Sand, Stars for Windows and Mac OS. We opted for Indievania, by Alientrap, due to its simplicity – creating an account and setting up a store for your game is as easy as it gets, and it even looks good! Plus, our game will be in good company with plenty of superb indie games.

There are many other options to sell your game, of course. You could simply set up a PayPal account and sell it yourself in your own site. Or you could opt  for e-commerce solutions like FastSpring, BMT Micro or eSellerate. Either way, you should choose a solution that makes it easy for potential customers to buy your game.

Indievania allows you to create a nice landing page and falls back on PayPal to complete purchases. If buyers have a PayPal account, buying a game is quick. Otherwise a guest account may be used, but they will have to enter some billing information: country, name, address, phone number… It’s not that much, but the less the better! Don’t let customers change their mind in the process!

There are rumors of a new solution, The Humble Store – already in use by the Some Big Guys (Wolfire GamesTerry CavanaghStephen LavelleJonathan Blow,LexaloffleFrozenbyte…). We’ll keep an eye on that one, too!

Meanwhile Indivania is quicker, easier, more seductive. Not good if you’re called Luke!

Try it! Get Rain, Sand, Stars here! :D