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Reviews for "GROBLIN SURVIVORS"

FishDev responds:

Thank you for playing!!

Really good!

FishDev responds:

Thank you!! :)

This is a really great game but a few this I would change are that to put the shop in the gameplay and also make that some enemies attack the towers to make it more challenging. But while playing the game I had a hard time seeing anything due to the many enemies and attacks at the same time which made it overwhelming. So I would add some sort of wave system to give time and add more towers. I would put the tutorial at the start of the game and make it less confusing and make the menu like other games. I know it is unique but I was dumbfounded to find out that
was a menu. I also wished there was a game over screen and a high score system. I didn't like the 'something helps u and know lots of enemies are dead for you'.

But I did like that this is different and u have to worry about u dying and losing the game. So please don't take it as I hate the game, I just what a really good game idea to be a really good game. That u for reading this

FishDev responds:

I tested out not pausing the game for the shop, but doing that introduces some game-design issues, e.g. the player forgetting it's there or getting distracted and dying while trying to choose a tower.

As for the visibility, there's an option in the pause menu for red outlines that should make things clearer.

There is currently a wave system actually, the amount of enemies is dependent on that circle in the upper left -- each time it completes it adds a new wave. I will definitely work on a high score system though!!

I'll definitely work on a more proper menu eventually, admittedly just having the current "hub" menu was done out of convenience for me.

My main problem is that the turrets (all except the first one) seem to shoot in a single direction insstead of targeting nearby enemies. Basically i made a very dangerous corridor, but couldn't deal with things coming from the wrong direction.

If there's a way to place auto tracking guns other than "left mouse clicck" i didn't find it in a few rounds.

Very nice effort though.

Edit: Upgraded from 3 to 4.5 stars. Those upgrade trees do hit different. my main complaint is that there's no Breathing Room to place turrets up in the later levels. My originally well constructed and organized base quickly became a mess of Totems and upgraded turrets (since it's not clear *which* turret will become the super upgrade)
Even if there was just 4 seconds of "last wave dead new wave coming" that would be a relief.
Also: you have a cool premise. I noticed scrap you don't pick up fades away, is it deleted or are you doing he survivors thing where it gets banked and a later pickup become more valuable? the second is preferable - pleease.

FishDev responds:

Yup, that's part of the challenge -- it requires you to be more strategic with tower placement rather than just going wild and placing them wherever. Granted, this won't appeal to everyone, so it's understandable if you didn't enjoy it!

Edit: YOU ARE A GENIUS thank you for the edit and for these ideas!! Will def be implementing them when I can! I gotta start a list of amazing advice I've gotten. Someone else mentioned implementing bosses, which is something I only have planned wayyyyy down the road... but your idea on a mega-pickup gives me some ideas I want to chew on.

A great start to what will be a fantastic game! Sometime to include on your to do list would be bosses, or at least and end, even if that end is just a super expensive upgrade or something. ‘Play until you fail’ is never as fun as working towards a goal.

FishDev responds:

Bosses are definitely planned, as well as an end! Atm the game's still relatively early so most bosses probably won't even make it into the first "full" version, but I definitely plan on having a final boss fight after a bunch of waves.