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Have you ever designed something that felt wrong?

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I'm attempting to do a platformer/ tower defense game and it just feels wrong, it feels out of place to use the conventional upgrade system that tower defense games use let alone placing things down.


I haven't played many experimental tower defense games and I have to know if certain elements of genres feel out of place when genre mashing certain ideas together for you guys, anything that just didn't work game formula wise.

Response to Have you ever designed something that felt wrong? 2023-05-26 19:51:02


At 5/26/23 12:21 PM, GameSmashDash wrote: I'm attempting to do a platformer/ tower defense game and it just feels wrong, it feels out of place to use the conventional upgrade system that tower defense games use let alone placing things down.

I haven't played many experimental tower defense games and I have to know if certain elements of genres feel out of place when genre mashing certain ideas together for you guys, anything that just didn't work game formula wise.


It's happened quite a bit over time for me, various ideas or protos that didn't end up as a final game. I'm not sure if I have a specific case handy, but I've learned that you might get a random stroke of creativity that pulls it all together, but that might take forever and never actually happen. There are other factors, but that's a driving one for me to pause or stop altogether. Maybe you get an idea a couple months later, maybe it sits forgotten in a folder. In terms of finishing games, dumping time into an idea like that to make it feel correct feels like a waste for me.


Tower defense with platformer is a weird one for sure. Maybe the levels are more vertical, and enemies stream down the platforms from the top, interacting with your towers that you place by physically jumping to that spot. The levels have harder jump puzzles and things are on a timer, so placing towers optimally is skill-based.

Response to Have you ever designed something that felt wrong? 2023-06-01 22:44:08


At 5/26/23 12:21 PM, GameSmashDash wrote: I'm attempting to do a platformer/ tower defense game and it just feels wrong, it feels out of place to use the conventional upgrade system that tower defense games use let alone placing things down.


First of all: some people tried things like you're doing and.. (Admittedly only) a few have dedicated fans for their different way of thinking. Yes the gameplay is untraditional, but it makes enough changes to keep it interesting for those who were looking for something like this. ..Now I can't say which games genres and franchises did this, as I rarely had money to experiment with (and NIW that I do, I rarely have time to play) but I'm actually getting ready to play this DSi game that basically takes this slingshot mechanic and uses it in unconventional ways, so yeah.. I'm saying it could catch on; finish your game first or at least do a "short version" minimizing everything but yet including a little EVERYTHING you planned to see if it's actually wrong..


OK, one !ore thing since I went on SO long.. I actually only just finished a a RPG that's wrong. It was supposed to be Minecraft as a RPG. Nothing turned out right as the numbers crept higher and the player would do easily destroy the enemies, even suddenly scaling up enemies (and the player) made It wonky. But guess what??? I have a new idea for a game now, something that's not copying Minecraft and traditional RPGs... When I get time, I have a unique idea, but I had to do something wrong gameplay-wise to get it


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Response to Have you ever designed something that felt wrong? 2023-06-02 02:05:55


At 6/1/23 10:44 PM, CrosEl wrote:
At 5/26/23 12:21 PM, GameSmashDash wrote: I'm attempting to do a platformer/ tower defense game and it just feels wrong, it feels out of place to use the conventional upgrade system that tower defense games use let alone placing things down.

First of all: some people tried things like you're doing and.. (Admittedly only) a few have dedicated fans for their different way of thinking. Yes the gameplay is untraditional, but it makes enough changes to keep it interesting for those who were looking for something like this. ..Now I can't say which games genres and franchises did this, as I rarely had money to experiment with (and NIW that I do, I rarely have time to play) but I'm actually getting ready to play this DSi game that basically takes this slingshot mechanic and uses it in unconventional ways, so yeah.. I'm saying it could catch on; finish your game first or at least do a "short version" minimizing everything but yet including a little EVERYTHING you planned to see if it's actually wrong..

OK, one !ore thing since I went on SO long.. I actually only just finished a a RPG that's wrong. It was supposed to be Minecraft as a RPG. Nothing turned out right as the numbers crept higher and the player would do easily destroy the enemies, even suddenly scaling up enemies (and the player) made It wonky. But guess what??? I have a new idea for a game now, something that's not copying Minecraft and traditional RPGs... When I get time, I have a unique idea, but I had to do something wrong gameplay-wise to get it


To the Minecraft RPG thing; the Minecraft RPG thing should've been the easy thing to make, I remember a server that had a mod that had RPG stats for mining, jumping, etc.


The idea of a Minecraft RPG should be focused around improving your ability to explore and giving creative weapons. I remember the magic minecraft mod that gave you magic to play with/ elements to extract from blocks to create spells so you had to explore for your power and were rewarded for being creative.


I don't know how they dropped the ball so hard on an RPG Minecraft idea since mod creators have been doing that concept for the past 10 years. I remember putting 100+ mods onto my game and making it feel like an RPG game (granted I added my own quest into it) god it's been forever since I played Modded Minecraft...

Response to Have you ever designed something that felt wrong? 2023-06-02 07:19:24


Last post from me on the Minecraft/ RPG thing; the mods I'm adding to my game to use 1.22 (golden age of minecraft mods) million times better than I've ever seen any devs try to do the formula of Minecraft + RPG elements, I'm surprised no one just tried to copy the popular mod mechanics, they're not even hard game mechanics to copy.


Hell al a lot of these mods I could totally see being in Minecraft!


At 5/26/23 12:21 PM, GameSmashDash wrote: I'm attempting to do a platformer/ tower defense game and it just feels wrong, it feels out of place to use the conventional upgrade system that tower defense games use let alone placing things down.

I haven't played many experimental tower defense games and I have to know if certain elements of genres feel out of place when genre mashing certain ideas together for you guys, anything that just didn't work game formula wise.


It's actually possible. Instead of shoving both genres together, you can make the platformer part of the game the part where you bring turrets from the main tower into place and then you have to go back into the tower. Also you'd be able to collect coins on your way. I think it would work better than whatever you're trying to do.


Just an idea that came in was a fangame where you play as Mario and you have to protect the castle, maybe it's Peach's castle, so you have to play classic levels like 1-1 in reverse to plant defences and then you'd have to replay the full thing back so Mario gets back to the castle. Honestly my idea is just better.


Ok boomer.

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Response to Have you ever designed something that felt wrong? 2023-06-02 13:27:20


At 6/2/23 09:28 AM, CyberRobotnix wrote:
At 5/26/23 12:21 PM, GameSmashDash wrote: I'm attempting to do a platformer/ tower defense game and it just feels wrong, it feels out of place to use the conventional upgrade system that tower defense games use let alone placing things down.

I haven't played many experimental tower defense games and I have to know if certain elements of genres feel out of place when genre mashing certain ideas together for you guys, anything that just didn't work game formula wise.
It's actually possible. Instead of shoving both genres together, you can make the platformer part of the game the part where you bring turrets from the main tower into place and then you have to go back into the tower. Also you'd be able to collect coins on your way. I think it would work better than whatever you're trying to do.

Just an idea that came in was a fangame where you play as Mario and you have to protect the castle, maybe it's Peach's castle, so you have to play classic levels like 1-1 in reverse to plant defences and then you'd have to replay the full thing back so Mario gets back to the castle. Honestly my idea is just better.


eh, I disagree.

Response to Have you ever designed something that felt wrong? 2023-06-03 22:39:36


At 6/2/23 02:05 AM, GameSmashDash wrote:
At 6/1/23 10:44 PM, CrosEl wrote:
At 5/26/23 12:21 PM, GameSmashDash wrote: I'm attempting to do a platformer/ tower defense game and it just feels wrong, it feels out of place to use the conventional upgrade system that tower defense games use let alone placing things down.

First of all: some people tried things like you're doing and.. (Admittedly only) a few have dedicated fans for their different way of thinking. Yes the gameplay is untraditional, but it makes enough changes to keep it interesting for those who were looking for something like this. ..Now I can't say which games genres and franchises did this, as I rarely had money to experiment with (and NIW that I do, I rarely have time to play) but I'm actually getting ready to play this DSi game that basically takes this slingshot mechanic and uses it in unconventional ways, so yeah.. I'm saying it could catch on; finish your game first or at least do a "short version" minimizing everything but yet including a little EVERYTHING you planned to see if it's actually wrong..

OK, one !ore thing since I went on SO long.. I actually only just finished a a RPG that's wrong. It was supposed to be Minecraft as a RPG. Nothing turned out right as the numbers crept higher and the player would do easily destroy the enemies, even suddenly scaling up enemies (and the player) made It wonky. But guess what??? I have a new idea for a game now, something that's not copying Minecraft and traditional RPGs... When I get time, I have a unique idea, but I had to do something wrong gameplay-wise to get it
To the Minecraft RPG thing; the Minecraft RPG thing should've been the easy thing to make, I remember a server that had a mod that had RPG stats for mining, jumping, etc.

The idea of a Minecraft RPG should be focused around improving your ability to explore and giving creative weapons. I remember the magic minecraft mod that gave you magic to play with/ elements to extract from blocks to create spells so you had to explore for your power and were rewarded for being creative.

I don't know how they dropped the ball so hard on an RPG Minecraft idea since mod creators have been doing that concept for the past 10 years. I remember putting 100+ mods onto my game and making it feel like an RPG game (granted I added my own quest into it) god it's been forever since I played Modded Minecraft...


Oh... Thanks! Honestly I went ahead and did it up all the way to the Ender dragon and made (a somewhat) normal rpg post game thing. Then kinda abandoned the project..


I know this isn't the place for it, but: I was using RPG Maker fes to do it, and had preset parameters to work with. I settled for making very strange random and planned encounters for mining and other aspects of Minecraft outside of battles. But maybe there could of been a different way to go about it...


Sorry for going in another direction, but I was just going to forget about it.. Maybe the game could be salvaged?


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