▲ 7 r/DestroyMyGame+1 crossposts

Decimation [Action RTS] - ARPG-like hero combat with Tactical Tower Defense. Here is the Early Access trailer for the game!

Hi r/RealTimeStrategy folks!

I posted about my game here about 9 months ago when it was still in a demo state. Now it's just been launched into EA and I hoped to share about it. I wanted to build something where strategy meets active, high-stakes combat, rather than just passive tower placement. Think of it as a sci-fi tower defense where your hero acts as a mobile tactical unit directly on the battlefield. So, in a nutshell, its traditional fixed placement tower defense with a bit more to it.

Hopefully this is a combination that makes it something you'd like to play.

Influences are Starcraft (the GOAT!), Defense Grid, a bit of Kingdom Rush and a bit of Diablo.

Core Mechanics:

  • ARPG Combat: You control a hero with 4 active abilities, executing skill rotations and dodging enemy attacks while your towers hold the line. Towers alone won't save you. Your hero performance clinches the victory.
  • Roguelite Battle Effects: Elite enemies drop orbs that pause combat, letting you choose 1 of 3 randomized battle effects (from a pool of 17) to turn the tide.
  • RPG Progression: Level up your hero, spend skill points, and craft equipment modules from battle loot to upgrade both your hero and your towers.

Early Access Details:
The current build features the first 2 Acts of the campaign (8 levels - around 3.5 hours of gameplay) plus 2 Endless Challenge levels.

I'm actively looking for feedback on balance, difficulty curves, tower tuning or anything you feel like commenting on.

If this sounds like your kind of strategy game, please do check it out:

Thanks so much for your time!

u/Heavy-Language3109 — 1 day ago
▲ 8 r/PHGamers+1 crossposts

I know... Its Another Self Promo Post: Decimation - Sci-Fi Tower Defense with ARPG-like combat and a narrative driven campaign is out now on Early Access

Hello all,

Occasional poster and commenter here. I remember posting about my game's demo several months ago and some people here liked it. Over the course of the past few months, you guys gave some feedback, we talked about the merits and disadvantages of fixed tower placement systems over free-form tower placement (which I decided to keep as fixed placement spots for this game). And recently, people have voiced displeasure at the sub being overrun by self promo posts. (Which is why I'm uncomfortable making this post). But I'll do it anyway, since... well I mean.. who else will I tell about my TD game?

Anyhow, the game is now in Early Access and I thought to post that here in case you'd like to check it out. 26 months went into this, not to mention the years (over a decade really) of preparation and gaining the know-how to actually make a game.

If you'll notice, a lot of Starcraft, Defense Grid, Kingdom Rush and some Diablo left a permanent mark in my brain. And with all those things swimming in my head, Decimation came out as the result. I hope it actually does those games justice lol.

This is the game's short description: "Sci-fi tower defense meets ARPG-like hero combat. Build towers then fight alongside them with your hero as you battle through a campaign to uncover the fate of a colonization effort on a distant planet."

And here's the link to the game: https://store.steampowered.com/app/4158650/Decimation/

Have a great day ahead, my TD-loving friends! Hope I added something worthy to our genre.

EDIT: Removed a weaksauce grammar typo (sorry)

u/Heavy-Language3109 — 7 days ago

Hello r/TowerDefense folks! Just wanted to get your opinion on what you'd prefer more in a tower defense game. Free placement of towers or limited/curated tower build locations.

Background :

I've gotten some feedback that the game I'm working on could be better if I gave more freedom in terms of turret build locations instead of the fixed and limited build locations that the game currently has. I'm 50-50 on adding a more "free" turret placement implementation in the game because i felt that the original system simplified decision making of what should be the best tower to put on an existing spot, mainly because there's the additional task(s) of moving the hero around and using his/her skills. I tried out a rough implementation of the multiple build area system and the image shows how the multiple area tower placement looks like visually (top) compared to the original implementation (bottom).

The newer implementation isn't 100% totally free, as there are constraints to the build area, but there are definitely a ton more build slots that the player can choose from.

Would be awesome if you could chime in to share what type of system you would prefer for building turrets. Will definitely help in making the choice that people seem to enjoy more. Thanks in advance!

Edit: grammar typo

u/Heavy-Language3109 — 4 months ago