Think of the game as Vampire Survivors, but instead of you having to move and all the skills are passively activated, now you just stay in one place, but you must actively use the skills. That makes sense because the game has tower defense theme, as the name suggested. There is another difference though, it’s how players progress. My game doesn’t have meta-progression, you don’t have any upgrades outside a run. And the level-up rewards and shop system of the game are strongly inspired by the game Brotato.

You can learn more about the game here: https://minifun.games/td?utm_source=m_gamingbeehaw

I’m working toward a free demo, hopefully, it will be released in a few months.

I’m here and happy to answer any questions you have about the game!

  • keltaris
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    1 year ago

    With Survivors-like games, auto-fire becomes a necessity as the screen fills with enemies and you have multiple weapons or abilities. How do you plan to balance this theme of the genre with the need to activate abilities manually?

    • FVS@kbin.socialOP
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      1 year ago

      Oh, sorry for somehow I only see your comment by now. You’ll have “passive skills”, too. They are called, in the game, Support units. And artifacts to modify the gameplay as you progress through the run. But your skills (you can equip up to 4 simultaneously) are (in most builds) the main damage engine, the main source to trigger cool synergies.