Economy build order is an important thing in all RTS games, and this tower defence also has that need to grow that strong economy as fast as you can. This is pretty novel for a tower defence game which normally gives resources based on enemies defeated. Pretty neat for a demo.
It does give it almost more an RTS feel than factory. At least early on, the factory setups don't seem to get very complex, so optimizing belts matters less than build order and APM.
Wanderbot: Ignores all text in the tutorial, skipping through as fast as possible Wanderbot when they can't work out how to change the recipe in the sawmill: shockedpikachu.jpg
I just realized that this is a Tower Defense RTS Roguelike... And that's honestly such a wicked idea. I'll have to pick this up ASAP when it releases fully!
Wander not seeing the option to switch recipies and the fact a tutorial is "NEEDED" proves the game design of a separate select mode is hindering to the UX design.
I've no idea if it'll stay this way deeper down the tree, but the balancing of the upgrades is really tight. Every single one of those just screamed "Pick me and your run will go _measurably_ better next time." That's really impressive.
Saying you can't change target priorities while the instructions on how to change target priorities is on screen... also you've been calling building mode selection mode. Build mode has the grid.
@@wanderbots got to move those side windows to stream off of game window or you need better deck management to have a clear view of the game screen. Or is it a psychological blindness? "Joking: RU-vidr needs to read more."
@@loganshaw4527 Honestly I always assumed it was like... They're not just playing the game. They're playing the game, Talking the Whole time, and trying to be entertaining. So they Rush through tutorials to keep the videos pace up (being entertaining) which combined with their focus being split on talking about what they're doing and to the audience as well as actually playing leaves RU-vidrs just being more inclined to miss things. like imagine trying to learn how to drive for the first time while also taking a math test.
oh the heartbreak in your voice when you realized you needed 3 crystals instead of one. I feel your pain. Also I think you were right, More catapults would have helped more than anything, most of the issue was the volume of enemies spawning more than the strength of single targets. TBH I also feel like the Ballista towers were hurting more than helping after a point. They fired too slow and only did bonus damage to armor, once an enemies armor was stripped the acorn towers had the same DPS for a much smaller cost.
I would suggest that you clump the ressource gathering in the beginning, you can move them if the trees are done, that will let you gather faster with less belt... If you put up 3 wood gatherer with 1 combiner it cost less than having 3 gatherer seperated father since you save the belt etc having 3 stone joined together is a good way to save time too, the rock are long to exaust
Seeing you learn the mechanics with every new level, makes you really feel how it would be to play the game. Having no shortcuts is a really rough one, tho. I absolutely love the day and night cycle, combined with awesome music, it makes you really feel the stakes. They got that down really well! I also really like how it allows you to make it infinite if you just dont use the crystal to strip mine the whole map, assuming your industry planning works out. Having an option to switch between seeing ratios and seconds would be a godsend for people who failed maths in school.
i've watched a few of these lets play and im very interested to this game, i even have an idea for a tower. this tower is called "toy factory" and what it does is that it is a spawner tower, place it near the tracks and give it some resources and it will spawn toy bots out of wood to attack enemies
I was searching for some longplays of this and saw your name came up. An old familiar favorite, Mr. Wanderbots. NGL, I don't think I've been here since I binged your Magic Orb idle game playthrough. Time for more binging on your channel🤘🏻
36:18 thats entierly due to your playstyle. When I played I did not spread my tree chopers out like you do so I often ran out of resources and had to relocate them in a hurry
In my humble opnion the game is great but it would be very fun if when you discover the enemy tower you could play something like age of war like. sending your minions against the other tower. But the game seems very fun! joining anything + factorio is amazing for me hahaha
I absolutely love the idea of Factory Building + TD, but unfortunately I haven't really seen a game that does it super well yet. In Mob Factory, the TD elements are essentially just the resource generation, as a "set it and forget it" kind of deal, and the gameplay is mostly focused on just the factory elements. There's not really much "risk" associated with the game, which absolutely has it's place, but does kind of minimize the TD aspect. Still, I really like that it gives you the freedom to find the most efficient (in both resources and time) way of killing mobs, and I *love* that the mob drops are the actual resources that you use in your factory. - This game on the other hand, kind of feels like it's hovering closer to "TD with tedious resource collection." It doesn't really appeal to the factory building mindset as much, with severe time constraints on building, and limited resources requiring you to rebuild huge chunks of your factory at a time, assuming you even have more resource nodes uncovered. When I played this I felt that expanding my factory was something I had to do to survive, and just threw buildings down with little regard for efficiency. I do appreciate that your resource production is limited by essentially how many mobs you've killed, and your mob-killing efficacy is dependent on your resource production, but you're kind of stuck into one speed of difficulty-scaling, and you either make it or you don't. It doesn't really give you that roguelite feeling of being able to get ahead of the curve if you play your cards right (and RNG favors you to get a good build going).
1:45 Wander, bro, the hot key you're looking for to swap modes is on the screen, you just about moused over it when you went to speed through to the next tutorial page lmao. The game expected you to ask that question and had the answer waiting. Slow down a bit and read! 😂
I'm sorry to be rude, but at 33:45 it was very hard to watch Wanderbots lose with 600 lumber in his inventory. Acorn towers just cost 50 lumber each, so he could have just slapped down 12 more of them to help save himself. You don't need lumber for the catapult towers, just planks and stone.
9:16 "I cant change it's targeting priorities but that's okay" On Screen Tutorial: If you select a tower in selection mode, you can view its strengths and change it's target priority to focus on specific enemies.: lmao
You seemed to have issues defending against 100% and 200% increased enemy spawn rates. The map was much more difficult at night "100% to 200%" and so much more difficult after some time the 2nd day "200% to 600%". So you either need more towers kiling enemies or higher damage for the few towers you have and add a few more to deal with the horde of monsters to focus on resource gathering that you wanted to do.
The problem is that splitters/mergers tend to cost a lot upfront compared to belts which are piecemeal and cheap. Both are likely valid, but that's why I do what I do.
I like the idea of it, but I wish there was a greater emphasis on exploring for resources and not just the enemy keep. Like if you mixed this with Forager levels of island expansion or something.
I have watched a few people play this and they always buy the catapult. Which is the biggest mistake. You save the coin to get either more towers or damage upgrades. The catapult isn't good at the start. Also you can click the towers and set priorities so attack shielded or higher health people. Dude you clicked the lumber mill tons of times and it showed you planks or spikes.
I'm 43 minutes into the vid.. And I am thinking it's optimal to just survive one day then quit, you get 1 point per day so there is no point playing half a day if you are not sure you will make the full day? It should really be 1 point for day one then 1+2=3 points for day 2 then 1+2+3=6 points for day 3 and so on. Am I wrong?
@@wanderbots bro... I went to the extent of trying to install demo via steam command, thinking steam page got glitched or something... guess I'm dum! 🤪
This game is way too freaking hard. The dev or dev's made this game too hard on the first level. Why would I spend my money on a game that doesn't even allow the player time to get a base up and running before the enemies come out and they are so fast to.
The game doesn't seem so bad in my perspective, It feels similiar to Mindustry in a way, I like how enemies come before you get a proper defense, making you rush to get a defense WHILE maintaining resources. This allows the player (in my own view) to learn and adapt on how to make and do things faster, though i can see your point.
Not to be just negative engagement, but during last run, why not build bonfires behind your base? You could've find closer resources so that you could still utilize all three spots and probably would've found another light crystal there, though I'm not sure how easily it would've been despite the proximity in the tutorial level.
This isn't relaxing at all. It's stressful, and perhaps it's meant to be, but I'd prefer a more relaxed mode, or atleast an easier start! Every RU-vidr one seen play this game dies very early on.
The destruction of the enemy base is kinda lame. I think a better option would be that once you find the Crystal Tower... rather than just nuking the enemy base with a big crystal... you get access to building a light crystal tower that you can build within range of the enemy base to destroy it over time. Their base can have a lot of HP, but the more crystal towers you have attacking the enemy base, the quicker you can take it out. More fun & challenging, IMHO.