Heya! So; I got into Tower Unite and I really enjoy it! There’s a lot of potential in this game and I thought I’d like to give my input. I’m studying for games design, so I’m not a professional (yet), but I hope this’ll be useful for you guys. I’ll hopefully be adding more over time!
General
- Inventory UI could use styling visually, along with an ‘expanded view’ that shows all of your inventory in a less compacted space. Perhaps hides or becomes see-through when an object is being dragged while in this mode.
- Main menu is very nice, kudos to the designer(s) of the main menu.
- Shows hats and objects player wears as if the third person model was shown. Hide models for first person
Plaza
- Amazing, professional quality design and environment. Concept artists, modellers, texturers and implementers did great work in general on the design. Never saw it on Gmod, but it transitioned amazingly to Tower Unite.
- I know the arcade is unfinished, but if what you have now is what it’s going to be like, may want to improve things. Currently feels very ‘spacious’.
- Perhaps raise the invisible wall in the games plaza area. Jetpack feels limited.
- How do you get to the tables and chairs on the left hand side of the central plaza?
Condo
- instead of ‘Edit looks’, ‘Edit Object’.
– Allow to enable or disable collision on an object
– Flip an object
– option to accurately move an object, changes it to axis movement and specific axis based rotation, with option to set global or local axis.
– An option to scale an object, down to where it would be fine with the tiny potion (appears normal to people with this potion on)
-Visual Feedback
– Quite an obvious boundary in the water. Perhaps make it seem more natural or expanded. (the rocks that stop the player)
– Distance environment could use work, is far too dark compared to condo environment in day time, though looks nice at night. Could use beaches on water connections.
– Condo itself has no connection to land at all, just an island. Could perhaps use expansion from behind (it’sobvious that it’s an islandwhen on the roof) - Suggestion: Condo upgrades, perhaps with a (large) amount of money you can upgrade parts of your condo, such as a larger pool, style changes or other things.
- Finer control on Day/Night would be nice, same with sliders in general.
- Condo to lobby confirmation could use tweaks. ‘HEAD BACK TO THE LOBBY?’ as header, with ‘THIS WILL DISCONNECT EVERY PLAYER IN YOUR CONDO’ as a sub header.
- Perhaps could port/recreate the original condo for use as an option, perhaps the second condo could be an upgrade.
- Add either a kill zone or teleport zone underneath condo map, in case the player falls out of the map.
- Add an option to ‘warn for adult content’, so it shows a warning if the condo has mature content. By the way, would just like to say that your stance on NSFW/mature content is great. c:
- Tiny door update; opening/closing the door should start slow and gradually get faster. Also tweak end position of the open door so the handle is realistically usable.
- When the logic system (buttons and stuff) is sorted, make all lights in the house controllable by them. Perhaps add a ‘light switch’ button and have that as a default object when starting your condo (a separate version to the store one, which sells for zero instead of half price).
- PNG setting is fairly buggy, far too bright naturally (has a natural glow)
- particles (confetti and money) appear ‘behind’ any PNG canvas. Doesn’t render properly in this respect.
Ball Race
- Overall pretty solid and well made gameplay wise
- maps could use visual updates in environments
- Nimbus has pretty solid environment design, though tile placing and theme could use improvement
- Memories has great tile placement and designing, though environment definitely needs work (idea: dreamlike). Memories render distance is very low.
- Midori is strong in both aspects but fog should be improved (doesn’t affect water, looks bad) and ground environment could be updated.
- Paradise has great environment and platform work, though texture on platform could be spiced up instead of just being a grid.
- Increase size of teleporter activation/contact
- Ball in UI is off-centre, though that’s probably on purpose to help show speed.
- overall a pretty solid game-mode
Minigolf
- Golf physics is pretty solid, works well though it can be hard to judge power.
- Ball customisation UI not clear with colour selection (not obvious that the white is in centre and that saturation is controllable)
- Visual feedback
- Altitude has a very strong environment and design, doesn’t need much tweaking par from post processing strength (specifically DOF)
- Gardens makes great use on UE4 light shafts and lighting, textures on rocks and environment could be improved. Clipping in third level with windmills
- Waterhole is generally pretty good, trees might need to be improved because there’s obvious floating leaves and noticeable aliasing issues.
- Caves level sound transition in Waterhole needs improving, is too obvious and should be moved deeper into cave entrance.
Planet Panic
- Haven’t actually been able to play this myself since no one really plays it when I’m on, got a look at the environment though.
- Camera flickers on the lobby screen while panning across the map.
- Can tell that a cartoony style is the target, but some things are inconsistent (some textures or environment parts are a little too sharp to match the softness of rocks)
Virus
- Needs the most development out of all the currently released minigames.
- UI could you scale tweaking (minimap)
- health bar for infected doesn’t match UI style.
- Logo for Virus isn’t the best looking compared to the others, could use changes to match the style.
- Collision detection for infected is bad (may be due to my connection), generally though I find it hard to infect players
- Slight delay on M41A firing, may just be connection
-Animations- Animations in general need updating, definitely make the game feel a lot worse in quality
- First person animations need work the most. Most of them are far too ‘flow-y’ and just don’t feel all that satisfying
- Hospital is fairly hard to learn, could use some tweaks to make telling the difference between areas easier
- Particle effects for infected visuals could use some love
Gameplay - Infected needs a buff! The infected pretty much never win.
– Perhaps add a lunge of sorts that slows movement speed after using it for a second.
– Perhaps give a buff to the infected if there is only one infected after a certain amount of time (if there is more than 4 players or so)
– Most overpowered weapon is easily the double barrelled shotgun, infected don’t tend to group up and this shotgun can easily kill a single one in one hit, when on your own. Imagine a group of double barrelled shotguns. - Perhaps add a loadout option that makes changes at the beginning of the round. First round could have random choices, or allow a timer that lets you pick your loadout. (understandable why you don’t have this though)
Graphics
- Anti-Aliasing needs improvement, highest setting is sub-par and leaves a lot to be desired. Try a different setting, if possible
Items and Objects
- Confetti gun has a right click that produces no sound and works on a separate cooldown from left click.
- We need a cat and dog plushie. Heck, I’d (try) and model them for you if I could.