What changed
0 fixes3 additions0 changes0 removals
addedUpdate Applied A new option has been added to all stages: "2x Resources" and "3x Resources". When activated, you will receive multiplied resources at the start of the stage. However, players who challenge themselves by not using these boosts will receive more [character draw items] as rewards upon stage completion, based on the difficulty.
addedUpcoming Update Issue: The story and tutorials are too short. To be honest, just like the demo, I originally didn't plan to include a story in the game. But since I'm already halfway through development, I figured—why not add some story elements? And so, it really became just a little. If I want to expand the content further, the translations will become a serious challenge.
addedWhy This Update I've received feedback that the game is too difficult, and I sincerely apologize. This is my first time making a tower defense game. I understand that just because I can beat the game doesn't mean it's OK. So during internal testing, even after I managed to clear the stages, I lowered the difficulty further. However, after getting actual player feedback, I realized that still wasn’t enough. Now I understand why many games offer multiple difficulty levels. But this introduces a new problem: When you say “Easy,” how easy is that? When you say “Normal,” what does that even mean? Everyone has different standards. So how can I balance the difficulty to meet everyone’s expectations? etc... This is the reason behind the new system, and hope this update can fix the difficult.
Endzone Girls changes
addedUpdate Applied A new option has been added to all stages: "2x Resources" and "3x Resources". When activated, you will receive multiplied resources at the start of the stage. However, players who challenge themselves by not using these boosts will receive more [character draw items] as rewards upon stage completion, based on the difficulty.
addedUpcoming Update Issue: The story and tutorials are too short. To be honest, just like the demo, I originally didn't plan to include a story in the game. But since I'm already halfway through development, I figured—why not add some story elements? And so, it really became just a little. If I want to expand the content further, the translations will become a serious challenge.
addedWhy This Update I've received feedback that the game is too difficult, and I sincerely apologize. This is my first time making a tower defense game. I understand that just because I can beat the game doesn't mean it's OK. So during internal testing, even after I managed to clear the stages, I lowered the difficulty further. However, after getting actual player feedback, I realized that still wasn’t enough. Now I understand why many games offer multiple difficulty levels. But this introduces a new problem: When you say “Easy,” how easy is that? When you say “Normal,” what does that even mean? Everyone has different standards. So how can I balance the difficulty to meet everyone’s expectations? etc... This is the reason behind the new system, and hope this update can fix the difficult.
Update Applied A new option has been added to all stages: "2x Resources" and "3x Resources". When activated, you will receive multiplied resources at the start of the stage. However, players who challenge themselves by not using these boosts will receive more [character draw items] as rewards upon stage completion, based on the difficulty.
Upcoming Update Issue: The story and tutorials are too short. To be honest, just like the demo, I originally didn't plan to include a story in the game. But since I'm already halfway through development, I figured—why not add some story elements? And so, it really became just a little. If I want to expand the content further, the translations will become a serious challenge.
Why This Update I've received feedback that the game is too difficult, and I sincerely apologize. This is my first time making a tower defense game. I understand that just because I can beat the game doesn't mean it's OK. So during internal testing, even after I managed to clear the stages, I lowered the difficulty further. However, after getting actual player feedback, I realized that still wasn’t enough. Now I understand why many games offer multiple difficulty levels. But this introduces a new problem: When you say “Easy,” how easy is that? When you say “Normal,” what does that even mean? Everyone has different standards. So how can I balance the difficulty to meet everyone’s expectations? etc... This is the reason behind the new system, and hope this update can fix the difficult.