This is a brand new project I'm working on. And yes, finally I've named one after myself.
I love hero defences, and I love minigames. I fairly enjoy enjoy playing TD's too.
So as I was playing this uncommon TD known as Day of the Cow TD, I kindof liked the style. The layout etc.
And after that I was playing a Hero Defence a group of mine worked on, and noticed people complaining about others in their lane and how they were wanting to solo.
So instantly I thought, "hey this is an opportunity to make something knew, quick and fun". So I got to making Inflicted Defence.
Logic/Gameplay:
Each player (currently limited to 5) is set in their own little zone, they have to select a hero (currently only 2) and defend from waves of enemies trying to reach their circle. However instead of leaking and losing lives like every other Solo Hero Defence, this is a team game split into Solo Lanes. Starting with enemies spawning in the Most Far Left Player's zone (Yellow/P5) and each time they leak a unit, this unit will go to the player to the Right of them (Purple/P4) until they reach the Far Right Player (Red/P1) who if leaks a unit will lose a life (out of 40).
Now I'm sure your thinking something like "what if the first guy kills everything, we arent gna get any gold of experience". Which is something I considered too. So I implemented a system in which kills by players on the left, give half bounty and 30% experience to all the players to the right of them. Therefore by one player doing well all the others aren't disbenefited. However if someone does leak a unit then they shall not be awarded any bounty when the unit is killed. Additionally to prevent a specific player from becoming far ahead of the others, the Lumber/Tomes system was added in which unique upgrades could be purchased with Lumber. This resource was awarded at the start of every wave equally benefiting each player. This offers differnt upgrades such as Area damage on Kill, Out of Combat Regeneration or Ability Power. Also granting the possibilty of purchasing of level-up tomes which allow behind players to catch up.
The waves spawn for the Most Left Player every 20 seconds in groups of 8, creating a faster paced game to add to the minigame side and keep entertainment and the kill factors high; however to prevent one player sitting and tanking, and well taking their time. There is a system put in that if there are already 10 units or more spawned, that your zone/area will be skipped and it will go onto the next player. The only exception to this is the Most Right Player (Red/P1) who will have to take these enemies as he is defending the lives.
Players that cannot handle the heat can simply sit behind their circles and let the enemies flow through while their Out of Combat regen kicks in and pumps them back up for more action. Deaths will result in a 10 second waiting time in which enemies will just flow through the circle. If the player is dead and units should spawn their, they skip the players zone. This 10 second waiting time can be reduced up to 5 from Upgrades.
Hero's:
Systems:
Attack Speed is indicates as the Upgrade next to the units damage. Hit Point Regeneration is indicated as the Upgrade next to the units Armor.
Currently there are only 40 waves, which last generally about 10-15 minutes. Every 10th wave is a boss unit which spawns alone and grants a large bounty to all players when killed.
Although this game is recommended for 5 players. It can be played just as well with 3, or even solo! For a quick attempt try solo the many waves of enemies with no backup. This game involves strategies as how many the front players should leak and how they should spend their money on upgrades.
Please note that this is still new and that it is a work in progress. Do not expect it to be perfect at the moment, but get an idea for the general style. Please give feedback below.
Progress:
|||||||||| (6) - Gameplay
|||||||||| (4) - Terrain
|||||||||| (6) - Heros
|||||||||| (6) - Enemies
|||||||||| (7) - Upgrades
|||||||||| (6) - Balancing
Suggested Players: 1-5
Created By: Inflicted/SeaguI (me)
Screenshots: Currently Unavailable
Download Link: Version 0.7 B
I love hero defences, and I love minigames. I fairly enjoy enjoy playing TD's too.
So as I was playing this uncommon TD known as Day of the Cow TD, I kindof liked the style. The layout etc.
And after that I was playing a Hero Defence a group of mine worked on, and noticed people complaining about others in their lane and how they were wanting to solo.
So instantly I thought, "hey this is an opportunity to make something knew, quick and fun". So I got to making Inflicted Defence.
Logic/Gameplay:
Each player (currently limited to 5) is set in their own little zone, they have to select a hero (currently only 2) and defend from waves of enemies trying to reach their circle. However instead of leaking and losing lives like every other Solo Hero Defence, this is a team game split into Solo Lanes. Starting with enemies spawning in the Most Far Left Player's zone (Yellow/P5) and each time they leak a unit, this unit will go to the player to the Right of them (Purple/P4) until they reach the Far Right Player (Red/P1) who if leaks a unit will lose a life (out of 40).
Now I'm sure your thinking something like "what if the first guy kills everything, we arent gna get any gold of experience". Which is something I considered too. So I implemented a system in which kills by players on the left, give half bounty and 30% experience to all the players to the right of them. Therefore by one player doing well all the others aren't disbenefited. However if someone does leak a unit then they shall not be awarded any bounty when the unit is killed. Additionally to prevent a specific player from becoming far ahead of the others, the Lumber/Tomes system was added in which unique upgrades could be purchased with Lumber. This resource was awarded at the start of every wave equally benefiting each player. This offers differnt upgrades such as Area damage on Kill, Out of Combat Regeneration or Ability Power. Also granting the possibilty of purchasing of level-up tomes which allow behind players to catch up.
The waves spawn for the Most Left Player every 20 seconds in groups of 8, creating a faster paced game to add to the minigame side and keep entertainment and the kill factors high; however to prevent one player sitting and tanking, and well taking their time. There is a system put in that if there are already 10 units or more spawned, that your zone/area will be skipped and it will go onto the next player. The only exception to this is the Most Right Player (Red/P1) who will have to take these enemies as he is defending the lives.
Players that cannot handle the heat can simply sit behind their circles and let the enemies flow through while their Out of Combat regen kicks in and pumps them back up for more action. Deaths will result in a 10 second waiting time in which enemies will just flow through the circle. If the player is dead and units should spawn their, they skip the players zone. This 10 second waiting time can be reduced up to 5 from Upgrades.
Hero's:
Currently only 4 as the game is still new and the systems are more important at the moment.
Class: Melee
Abilities:
Holy Light: Brings down a holy light apon himself, healing 40/60/80/100/120 + 2.5x Ability Power. (Cooldown: 3 seconds)
Shield of Might: Empowers his next attack to deal 30/50/70/90/110 + 3x Ability Power in damage and stun the target for 1/1.5/2/2.5/3 seconds. (Cooldown: 4 seconds)
Pulverize: Attacks have a 8/10/12/14/16% chance to slam the ground and deal 15/25/35/45/55 damage + 1.75x Ability Power in a small area. (No Cooldown)
Divine Shield: Increases armor by 1000, causing attacks to deal minimal damage, for 6/8 seconds. Instantly heals 100/200 + 6x Ability Power. (Cooldown: 40 seconds)
Stats: Large hit points, armor and regeneration. Very durable.
Class: Ranged
Abilities:
Split Shot: Enables all attacks to hit up to 5/6/7/8/9 nearby units for 4 seconds. (Cooldown: 10 seconds)
Owl of Harmony: Creates an owl above her which increases her armor by 9/13/17/21/25 and hit points regeneration 4/8/12/16/20 + 3x Ability Power for 8 seconds. (Cooldown: 20 seconds)
Trueshot Arrows: Attacks deal 3/6/9/12/15 damage + 1.25x Ability Power in bonus magic damage. (No Cooldown)
Enhanced Bows: Attacks 200/350% faster for 8 seconds. (Cooldown: 30 seconds)
Stats: More damage and offensive abilities. Longer range.
Class: Mage
Abilities:
Fingers of Death: Calls apon the Reaper known as Death to extend his fingers and shorten their lifespan. This affect deals 4/12/20/28/36 + 1.75x Ability Power. Each level of this ability significantly increases the area. (Cooldown: 3 seconds)
Blood Shield: Creates a layer of blood around him, increasing his armor by 4/8/12/16/20 and blocking up to 30/50/70/90/110 + 1.5x Ability Power damage for 4 seconds. This heals 6/7/8/9/10 + 1x Ability Power per second while the shield is active. (Cooldown: 6 seconds)
Burning Vengence: The Vengence building within the Mage is released apon every usage of magic. Every ability cast will cause a blast of fire to hit all nearby enemies dealing 10/20/30/40/50 + 2.5x Ability Power damage. (No Cooldown)
Blood Breath: Devilish tormentors occupy his body, forcing him to spray blood out of his mouth and bring destruction to all enemies within the targeted range. Enemies hit by the blood take 120/240 damage. (Cooldown: 20)
Stats: Low hit points but heavy damage spells.
Class: Support
Abilities:
Shaman Claws: The Shaman attacks 40% faster and deals 6/10/14/18/22 + 2x Ability Power in bonus damage for up to 3 attacks within the next 10 seconds. (Cooldown: 6 seconds)
Pure Visions: The Shaman uses the training and technique of the orcs to heal his wounds and that of his allies. Heals 60/75/90/105/120 + 1.5x Ability Power of his hit points and half of this to all allies. (Cooldown: 5 seconds)
Soul Draining Magic: All kills by the Shaman or Allies will restore an additional 4/8/12/16/20 hit points. This stacks with other Shaman's. (No Cooldown)
Dissapear: The shaman becomes invisible but deals 60/120 + 2x Ability Power damage to all nearby enemies every half second for up to 8 seconds. Enemies run towards the circle while invisible. (Cooldown: 40/30)
Class: Melee
Abilities:
Holy Light: Brings down a holy light apon himself, healing 40/60/80/100/120 + 2.5x Ability Power. (Cooldown: 3 seconds)
Shield of Might: Empowers his next attack to deal 30/50/70/90/110 + 3x Ability Power in damage and stun the target for 1/1.5/2/2.5/3 seconds. (Cooldown: 4 seconds)
Pulverize: Attacks have a 8/10/12/14/16% chance to slam the ground and deal 15/25/35/45/55 damage + 1.75x Ability Power in a small area. (No Cooldown)
Divine Shield: Increases armor by 1000, causing attacks to deal minimal damage, for 6/8 seconds. Instantly heals 100/200 + 6x Ability Power. (Cooldown: 40 seconds)
Stats: Large hit points, armor and regeneration. Very durable.
Class: Ranged
Abilities:
Split Shot: Enables all attacks to hit up to 5/6/7/8/9 nearby units for 4 seconds. (Cooldown: 10 seconds)
Owl of Harmony: Creates an owl above her which increases her armor by 9/13/17/21/25 and hit points regeneration 4/8/12/16/20 + 3x Ability Power for 8 seconds. (Cooldown: 20 seconds)
Trueshot Arrows: Attacks deal 3/6/9/12/15 damage + 1.25x Ability Power in bonus magic damage. (No Cooldown)
Enhanced Bows: Attacks 200/350% faster for 8 seconds. (Cooldown: 30 seconds)
Stats: More damage and offensive abilities. Longer range.
Class: Mage
Abilities:
Fingers of Death: Calls apon the Reaper known as Death to extend his fingers and shorten their lifespan. This affect deals 4/12/20/28/36 + 1.75x Ability Power. Each level of this ability significantly increases the area. (Cooldown: 3 seconds)
Blood Shield: Creates a layer of blood around him, increasing his armor by 4/8/12/16/20 and blocking up to 30/50/70/90/110 + 1.5x Ability Power damage for 4 seconds. This heals 6/7/8/9/10 + 1x Ability Power per second while the shield is active. (Cooldown: 6 seconds)
Burning Vengence: The Vengence building within the Mage is released apon every usage of magic. Every ability cast will cause a blast of fire to hit all nearby enemies dealing 10/20/30/40/50 + 2.5x Ability Power damage. (No Cooldown)
Blood Breath: Devilish tormentors occupy his body, forcing him to spray blood out of his mouth and bring destruction to all enemies within the targeted range. Enemies hit by the blood take 120/240 damage. (Cooldown: 20)
Stats: Low hit points but heavy damage spells.
Class: Support
Abilities:
Shaman Claws: The Shaman attacks 40% faster and deals 6/10/14/18/22 + 2x Ability Power in bonus damage for up to 3 attacks within the next 10 seconds. (Cooldown: 6 seconds)
Pure Visions: The Shaman uses the training and technique of the orcs to heal his wounds and that of his allies. Heals 60/75/90/105/120 + 1.5x Ability Power of his hit points and half of this to all allies. (Cooldown: 5 seconds)
Soul Draining Magic: All kills by the Shaman or Allies will restore an additional 4/8/12/16/20 hit points. This stacks with other Shaman's. (No Cooldown)
Dissapear: The shaman becomes invisible but deals 60/120 + 2x Ability Power damage to all nearby enemies every half second for up to 8 seconds. Enemies run towards the circle while invisible. (Cooldown: 40/30)
Systems:
Area Damage on Kill: When an enemy is killed this deals damage in a 125 aoe around the killed target. Works for both ranged and melee hero's.
Out of Combat Regeneration: When there are no enemies in the players zone, then this is an additional regeneration per second which heals the player
Ability Power: This buffs the effects of most abilities. This includes heals and damage spells.
Hit Point Regeneration on Kill: When an enemy is killed by an attack or ability, missing hits points are restored.
Out of Combat Regeneration: When there are no enemies in the players zone, then this is an additional regeneration per second which heals the player
Ability Power: This buffs the effects of most abilities. This includes heals and damage spells.
Hit Point Regeneration on Kill: When an enemy is killed by an attack or ability, missing hits points are restored.
Attack Speed is indicates as the Upgrade next to the units damage. Hit Point Regeneration is indicated as the Upgrade next to the units Armor.
Currently there are only 40 waves, which last generally about 10-15 minutes. Every 10th wave is a boss unit which spawns alone and grants a large bounty to all players when killed.
Although this game is recommended for 5 players. It can be played just as well with 3, or even solo! For a quick attempt try solo the many waves of enemies with no backup. This game involves strategies as how many the front players should leak and how they should spend their money on upgrades.
Please note that this is still new and that it is a work in progress. Do not expect it to be perfect at the moment, but get an idea for the general style. Please give feedback below.
Progress:
|||||||||| (6) - Gameplay
|||||||||| (4) - Terrain
|||||||||| (6) - Heros
|||||||||| (6) - Enemies
|||||||||| (7) - Upgrades
|||||||||| (6) - Balancing
Suggested Players: 1-5
Created By: Inflicted/SeaguI (me)
Screenshots: Currently Unavailable
Download Link: Version 0.7 B