Heroes of Arcana - the first Tower Defense game published on Scirra Arcade, now live in C3

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  • Hello everyone,

    We happily announce a new release of Heroes of Arcana!

    https://kaning.itch.io/heroes-of-arcana

    The game's development started back in 2012 using Construct 2. By then, it was the first Tower Defense game published in the Scirra Arcade - even before the pathfinding and turret behaviors had been launched 🤣🤣. You can see the original post here: https://www.construct.net/en/forum/construct-2/your-construct-creations-23/heroes-arcana-tower-defense-46619

    HoA is a Tower Defense with Deck-Building and Rogue-lite elements.

    Please help us to improve the game. We would love to know your suggestions for cards and mechanics.

  • The central thought behind the Heroes of Arcana design is resource management. All the other elements are secondary.

    The player's main goal is to survive for 8 stages while collecting as much Arcana as possible at the end. On the one hand, summoning heroes, casting spells, and improving the deck might increase the player's chances of finishing the game, but on the other hand, it decreases your final score. Therefore, to achieve a high score, the player needs to take risks and use only the resources necessary.

    But that creates a big design problem: saving pennies at a game is not a fun idea. That's when the big quests are incorporated into the game's concept. They are challenges that increase a stage's difficulty but give extra rewards to overcompensate for the resources the player spent to overcome them. This enables the more experienced players to apply powerful combos while getting outstanding rewards but with a higher risk.

    Those concepts are still being incorporated step-by-step into the game, but I would love to know your thoughts.

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  • Hello everyone!

    I am pleased to announce the game's first patch. It will be all about risks and rewards. It will include some changes in the gameplay:

    1. Increase in card costs after upgrades.

    During the playtests, we realized that constantly upgrading one card might exponentially improve its value during the match (the card's benefit increases while the opportunity costs of the other cards also increase). This is pushing the players to focus on one card only while ignoring other cards in the deck, basically nullifying the deckbuilding aspects of the game.

    One initial solution was to limit the number of upgrades one card could receive. This is done, for example, in games like Monster Train and Shogun Showdown. The drawback of this solution is that it creates an artificial scarcity in the enhancements (which is kind of dull) and generates a ceiling for some cards in the late game.

    So, we are introducing some drawbacks in the upgrades. Most of the time, the drawback will be an increase in the card's cost, but some might include other trade-offs like +2x attack damage with -0.5x attack speed.

    Another solution that will be implemented in future patches is the introduction of synergies between cards. This might decrease the opportunity cost of holding and playing other cards. But this solution might need some extra planning and I would love to know your suggestions about it.

    2. Challenge level upgrade

    In between rounds, the player will have the opportunity to increase the challenge level of all the following rounds. This will bring extra benefits if the player can survive, but will make the game more difficult!

    Think about that as the Brotato's levels, but you adjust the challenge during the run and only upwards. During the run we will face the constant and exciting dilema of increasing the stakes of the next rounds. But this will not be done in a linear way. Each challenge level increase will introduce different flavors of challenge that might fit different decks and combos.

    The fortune favors the bold, but pick your battles wisely!

    The update is coming this weekend. I hope you enjoy it!

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