fixed an issue with the filestructure that caused the game to not start via steam correctly
full update history can be found on the website 8.0 "see? C!" 4 oct 2024
- Improved in-level performance
- the last level still isn't the best, but it's better.
- new bonus: expanded potential
- increases the mana cap by 200 per level.
- mana will slowly drain when over its cap
- this was always intended, but the code didn't actually do it
- fixed some music looping issues.
- moved spell unlocking description text to better support narrower aspect ratios.
- changed the console layout slightly to accommodate more screen sizes
- updated localization files.
- update feito nos arquivos da localizao.
7.1 "Lynx" 8 apr 2024
- Fixed an error when moving a spell in a tower
- pinning a box open will now play a sound
- pined boxes will now have a visual indicator
- the hope is that box pinning will become more intuitive
7.0 "take 2" 4 apr 2024
- levels will now start just before the first wave begins instead of having a 1 wave intermission time beforehand.
- the same amount of mana will be gained as normal
- the original intent was to provide players with prep time, but the ability to pause just makes it a time waster.
- gem color calculations have been reworked
- there should now be more color variety with a more consistent look, as well as giving more information on a gem.
- many graphical assets have been given a full rework.
- this includes the enemies, projectiles, and map elements
- adjusted the map menu music
- shifts when in more menus than just settings.
- adjusted the in game music
- danger should be more apparent now.
- added a new spell - coin flip
- randomly picks either the next or the spell after the next, and casts it.
- default settings have changed
- hit radius display disabled by default
- balance change: Mana Leach
- will no longer exceed your maximum mana.
- added 2 new (similar) achievements
- added some more sound effects
- there's now a victory fanfare. yes, this did not exist before. also some others like losing mana and losing the level, too.
- adjusted speed control hotkey
- should feel more consistent to use
- changed the app icon
- now more distinct and also not just a shape.
- you may still see the old icon if you are on windows due to caching of application icons.
- updated localization files.
- update feito nos arquivos da localizao.
6.1 "G" 13 mar 2024
- spells can now directly be dragged into/out of a gem when it is in a tower.
6.0 "AGD" 12 mar 2024
- Fixed a UI bug when running the game at a high resolution (thank you anon 673d39)
- Fixed a UI error on the achievement menu
- You can now drop a spell onto a gem to place it in it.
- the spell will go into the first available slot, much like shift-clicking
Demo Days CrazyAmphibian - 12/mar/2024 more exciting news! SSTD now has a demo! you can find it on the itch.io store page, and the website's game page. the steam store demo will come out at a later date, as the process to make it is a bit more involved
5.1 "oops..." 6 mar 2024
- Fixed some sounds playing when they shouldn't
- Fixed enemies not rotating correctly.
Price Drop CrazyAmphibian - 2/mar/2024 today i have some exciting news for potential buyers - most definitely to the chagrin of former buyers, but hey, it's not *that* big of a deal, ok? yesterday SSTD had its base price lowered, from 10, to 8* bucks (USD)... i wanted it to be 7.50, but steam didn't give me that option, so here we are... Think of it like a 20% off discount - but forever! "but why?" you may perhaps ask. well, the reasoning is that, after some long deliberation and consideration, i've decided that my crap-ass art doesn't make people want to shell out 10$. a shame, but you know what they say; skill issue. on my part. the more astute of you might wonder how i didn't realize this sooner. well, it may come as a shock, but often times developers aren't that familiar with the market upon their first release. You might even say, i was a little (a lot) green. so enjoy! enjoy your marginally cheaper, still not-the-best-looking tower defense game! *actually 7.99, plus tax, because of course.
5.0 "ESS EFF EX" 27 feb 2024
- When an achievement is unlocked a visual will appear on the screen
- added several new sound effects to the game
- fixed a bug that caused erroneous spell creation on certain resolutions
- fixed UI layout error
- fixed some SFX not firing when they should
- added more wave bar text colors.
- hovering the mouse over a wave will show you what enemies will come on that wave.
- nerfed OVERKILL
- dmg x1 -> dmg x0.75
- there was never a reason to not use it. now there is. this makes it a more specialized spell, too.
- fixed some clipping text
- fixed some issues with pinning UI elements
- updated localization files.
- update feito nos arquivos da localizao.
4.0 "Marjoram Crumpets" 20 dec 2023
- Happy [winter holiday] everyone! what better gift to give than balance changes?
- damage up balance change| dmg +4 -> dmg +5
- this spell wasn't ever terribly good since you could always use another projectile. now it's on-par damage-wise.
- Random Projectile Aspect balance change| dmg +3 -> dmg +5
- the initial intent was to make the damage lower to compensate for the variety of types. this failed.
- nerfed multiplicative stat increases, replaced partially with additive.
- spells will still have some multiplicative stats, just to a lesser degree. this is to combat the sheer power of just stacking a single spell, which is boring.
- faster balance change| spd x2 -> spd x1.5, spd +50
- damage up balance change| dmg +4 -> dmg +5
- focus fire balance change| dmg x1.25 dmg +5 spd x2 -> dmg x1.15 dmg +10 spd x1.5 spd +50
- Apart from balance, here comes new content!
- New spell! Random Position!
- randomizes a projectile's position upon spawning
- yeah, it's less than useless, but it is pretty funny.
- New spell! Growing Threat!
- Increases a projectile's damage radius over time
- New spell! OVERKILL!
- transfers extra damage upon death to other monsters on the map
- each time it transfers, the damage pool is cut in half
- New maps! trial of sapping
- 2 maps built around losing mana as the map goes on.
- these maps are unlocked upon beating the game.
- they aren't terribly difficult if you know what you're doing. but maybe it'll inspire you to make some cool thing.
- oh? not satisfied? how about some QoL?
- custom gem creation will now remember the stats of the last gem you created
- very welcome feature. makes it less tedious to make gems.
- you can now replicate gems!
- this will copy a gem's spells and stats.
- do so by dropping a gem onto the create gem button (assuming you have enough mana)
- updated localization files.
- update feito nos arquivos da localizao.
[for previous posts, visit the website] The Sound of Progress CrazyAmphibian - 16/dec/2023 last blog post i messed up putting it on steam. oops. this one should be good, i hope.
Happy holidays!
it's that time of the year again, when snow doesn't fall for another 2 months but we tell ourselves it'll be a white christmas. Except for you on the southern hemisphere, who are burning up in summer heat. what better way to celebrate than to have a blog post! "tronslat hardh" -Elo
SSTD news!
I've been putting work back into SSTD, getting a content bundle ready for release. It's nearly done. It'll release some time next week, just before the winter sale. For those of you with the game, prepare yourselves for a nice burst of content! For those who've yet to buy, perhaps the deal is that much more enticing... Either way, progress is progress. here's a sneak peek at what the next update will have to offer:
looks like hell, huh? good!
CM is still going
This new project has been a bit slow to kick off, at least to me. You might say that it's a bit ambitious for my skill levels, but i say i'll make it work regardless. Most of the changes have been back-end system changes, and not a whole lot of "visible" content, so sorry to say, but no more teasers for this project with this post. I feel like progress will pick up soon enough, but now i've hit the part where i'll need to be of a creative mind, not a programming mind. Still, i'll make it work. Hopefully well, even!
3.0 "Update Abrasileirado" 7 dec 2023
- If you speak english, don't worry bout this :D
- Jogo traduzido 101% para a nossa lingua marivilinda! (ui)
- Se houver algum problema com a traduo, nos avise! eu (Elo) vou resolver pessoalmente (a distancia, pelo computador.)
- updated localization files
- fixed a ui bug
UI Sucks CrazyAmphibian - 1/dec/2023
i've been working on the new game. there's a lot of work involved - as with any game, really.
bugtesting, design, more bugtesting, programming.
i'd really say that the hardest part of game design is the UI. it requires so much effort to make something that looks even passable, and functional.
it's piss easy to make a bunch of code that does something. Harder is making it respond to user inputs and display such.
and the hardest is doing so well. [strike]not that it matters. AAA games routinely pump out some of the worst UIs known to mankind.[/strike]
as usual, here's some images for you - feast thine eyes!
and no, i'm still not going to say what it is. my hope is the suspense will make you be like "oh wow this is interesting" or something of the sort.
so figure it out!
2.1 "Better late than never" 10 nov 2023
- Fixed broken settings page layout
- i don't know how i didn't catch this one, sorry.
- Improved hit visualizer spawning code
- you should be able to see hits far more consistently now.
- Improved hit visualizer accuracy
- they should actually show the radius they hit better now.
- new spell: Nolla!
- does exactly what you think it does
- in case you haven't played Noita, instant projectile death. (incredibly useful, actually)
- updated localization files
[copied from the blog. for previous blogs, visit the website]
codename: CM CrazyAmphibian - 8/nov/2023
ok, so, new game in progress. well, has been for a days.
but, i'll give some sneak peaks at what it is here. hopefully it'll drum up some hype or something.
behold! - a image.
ooooooooh, and another! (what will i think of next?)
i'll be light on the details for now, and a while, really.
but i'm pretty sure that's what i'm supposed to do...
err... hopefully...
sorry for the wait, time's been split with this and other projects, hopefully it's worth it! -CrazyAmphibian
- increased performance of hit radius visualization
- removed hit radius allowance option, replaced with binary disable option instead
- it never really made sense to do it like this in the first place.
- custom gem creation now allows you to change the resultant gem's power!
- custom gem creation always felt underwhelming, now it has a better use!
- cost of the custom gem scales with its power. (range: 30-90, x0.5-x1.5)
- updated localization files
once again, more performance improvements and bugfixes. I swear i'm a competent dev!
- fixed bug with debug info not properly showing on the final level
- changed object spawning code to be more performant
- most noticeable during the last level. this helps, though the sheer number of things rendering does still hurt performance.
- fixed not being able to shift-click a spell into a gem sometimes
- this one was a massive pain in the a** to figure out
this version adds a new setting and fixes some stuff, and a singular balance change (how daring)
- hit radius display now actually shows the correct size.
- added an option for the amount of hit radius visualizers. 0-2, default 1.
- helps solves performance problems with many spells, as less objects will be spawned.
- reduced focus fire's speed bonus x3 -> x2
- massive speed was never the goal, makes an achievment too easy to get. still makes it fast, though.
- updated localization files
not even a day and there's bug fixes, figures. CHANGES:
- Minor UI performance increases
- Improved performance of main game logic (spell targeting, gem stat calculations, and more)
- Fixed bug with the in-level picking spell menu not laying out correctly
- custom gem creation now factors in capacity cost reduction into it's calculations both displayed and the slider.
Spell Slingin' Tower Defense
DGS game studio
DGS game studio
2023-10-20
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 20
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews
(0 reviews)
https://dgs-game-studio.com/games/SSTD.html
https://store.steampowered.com/app/2589540 
[0 B]
Overview
What the game lacks in artistic talent, it makes up for it with fun gameplay!Instead of following conventional norms with towers, the game gives the players the reigns to do it all themselves.
You start the game off as a novice, knowing only a handful spells, and earn Wisdom points by completing levels. Those points can then be spent on unlocking new spells, or to focus your knowledge on a topic, unlocking a bonus for you to take advantage of in your other levels.
The progression system is very forgiving and non-committal, allowing the player to change unlocks at any time before a level starts, allowing the player to try a variety of strategies.
The game offers the player various challenges, including but not limited to: resistances, target manipulation, and devilish map design.
There are also optional bonus stages that allow the player to become more powerful if they wish.
Gameplay
Each map offers a slightly different experience and challenge to overcome.Some maps utilize multiple paths to divert your fire.
Some maps use the terrain to limit tower placement.
There's also clever wave setups to deal with, which use differing enemies to complement the other's weak points.
To defend yourself from the onslaught of monsters, build a tower (or two), make a gem, then place a variety of spells in that gem. The gem goes into the tower, then deals with the rest.
Towers have a variety of targeting modes at your disposal.
Focus your powerhouse towers onto the highest HP enemies
Or put slowdown spells on the fastest enemies.
Or put slower projectiles on closest targeting, to ensure they don't miss.
Sticking to first targeting is not always reliable, so watch out!
Features
- 40 spells!
- 50 levels!
- 11 enemies!
- progression system!
- Map editor!
- In-Game achievements!
About the spells
- spells operate on an individual basis, and do exactly what they say - This creates interesting scenarios thanks in part to the playhead concept, which controls which spell is being cast at the moment, which is moved whenever a spell is cast, and sometimes by the spells themselves.
- Order matters - the order in which spells are placed can greatly impact the way a group functions overall. One misplacement can result in a significantly weaker gem, or one that behaves unexpectedly
- Modifier pools - modifier spells affect the way projectiles behave, from doing more damage, to homing on enemies. modifiers can be stacked as many times as can fit, each cast adding to a "pool", which is then cleared upon casting any projectile, save for certain select spells.
- Processor: x86-64 arcitectureMemory: 350 MB RAMStorage: 250 MB available spaceAdditional Notes: *should* support any 64-bit linux OS
- Memory: 350 MB RAMStorage: 250 MB available spaceAdditional Notes: *should* support any 64-bit linux OS
- Storage: 250 MB available spaceAdditional Notes: *should* support any 64-bit linux OS
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