Ice And Fire Tower Defence

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Ice And Fire Tower Defence
Gameplay screenshot of Ice And Fire Tower Defence
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Release Information
Series: SP
Genre: Tower Defence, Spoof
Modes: Single Player
Platforms: ME-OS
Release Date: January 6, 2024

Ice And Fire Tower Defence is a 2D tower defence strategy game made by Octopus58. It was released as part of the 0.0.57 update to ME-OS alongside a web version. Unlike other games in the Zelomedia Splash collection at the time, this game focused on strategy and quick thinking opposed to platforming action or purely parody games.

Gameplay

This game simulates a friendly tower defence like battle between two random teams of creatures: the fire team and the ice team. Each team has their own fort which takes up space on the stage, the fire fort is to the right while the ice fort is to the left. The player has to pick a side, and control the "army" while the opponent does the same. The objective of the game is to get the health of the opposing fort down to zero. Likewise, getting zero health on the players side is a game over.

To achieve this objective, the player can spawn different soldiers, turrets, and summons, as well as upgrade their fort. The types of spawnables the player spawns are restricted by upgrade level, of which there are five. For example if you haven't upgraded your fort, you are restricted to only level one soldiers, turrets, and summons. However if you upgraded y our fort four times, you can spawn all spawnables ranging from level one to five.

Upgrading a fort makes it have more health, and resets any damage done prior. It provides a saving grace if a player is able to upgrade just before running out of health on a lower level fort. To upgrade a fort, the player needs XP, which is obtained by defeating the opposing side's soldiers in battle. Doing so also allows the player to gain money to buy more soldiers and turrets.

Summons can only be spawned with the special meter, that gradually increases over time from 0 to 500. The rate at which the special meter fills up is 2 * (upgrade level - 1) per second, so the higher the fort level is the faster it fills up. Similarly, money also fills up over time at a rate of 3 * upgrade level per 0.75 seconds. This way the player will always have a chance at fighting back, even if all their soldiers are down and they don't have money or special meter at the moment.

The teams have slight differences that significantly change the gameplay. The ice team is more focused on defence, giving them slower and weaker attacks, slower movement, as well as more limited range, but more health. The fire team is faster and has stronger/faster attacks, but not a lot of health. The turrets reflect this as well, as the ice turrets are generally more powerful and protect the entrance to the ice fort better, while the fire fort has weaker but faster turrets. As for the summons, the ice ones focus more on attacking closer to the ice fort to defeat enemies getting closer to the fort, while the fire summons are either more balanced or directed towards the ice fort as a more offensive approach. While there are exceptions, this design is what is mostly used for the teams.

There are three difficulties the player can pick: easy, normal, and hard. The hard difficulty is the "true" difficulty of the game, with no helping hands or advantages over the opposing team. In easy mode, both teams get (4 + 10) x upgrade level amount of money per 0.75 seconds, normal mode (4 + 5) x upgrade level, and hard mode 4 x upgrade level. However upon claiming a soldier in easy mode, the player gets a multiplicative bonus of 3 money reward and 2 XP reward, and in normal mode a multiplicative bonus of 2 for money and 1.5 for XP. In hard mode, these bonuses don't exist. Additionally, the CPU's actions also vary by difficulty. In hard mode, the CPU will randomly take a turn every 2 - 6 seconds, normal mode every 2 - 5 seconds, and hard mode every 1-3 seconds. The latter is meant to simulate somewhat "realistic" quick decision making. Summons are also difficulty dependent, as the hardest difficulty will not summon any summonable under its current level unless half of the opponents health is gone, where it will be fine with spawning one level down. In normal mode however, there's a random chance of spawning one lower than current level at any point, and for easy, two lower.

Interestingly, the fire team seems harder to play as on the hardest difficulty compared to the ice team.

Soldiers

The soldiers the player starts with are one melee soldier, and one slower moving projectile soldier. After upgrading once, the player unlocks a speedier melee character. Another upgrade grants a slightly longer range projectile soldier, as well as a stronger melee soldier. The next upgrade grants a long range projectile character, and finally the last upgrade grants one soldier that uses both melee and projectile attacks, and one slightly differing fighter: the fire team gets a strong projectile soldier, while the ice team gets a faster and strong melee soldier.

Character Team Type Speed Power Health Invulnerability Period Attack Rate Level Required Cost Reward Money Reward XP

IAFTD Perajchi1.png
Fire Melee 3.25 10 100 0.25 0.25 1 100 150 100

IAFTD Kookoo1.png
Ice Melee 3.15 8 130 0.25 0.25 1 100 150 100

IAFTD Susli1.png
Fire Projectile 2.9 10 135 0.25 0.3 1 150 200 165

IAFTD Neggy1.png
Ice Projectile 2.5 15 150 0.25 0.175 1 150 200 165

IAFTD Gonkoshlex1.png
Fire Melee 5 14 200 0.25 0.35 2 300 500 330

IAFTD Snoggy1.png
Ice Melee 4.5 12 250 0.25 0.3 2 300 500 330

IAFTD Anipy1.png
Fire Projectile 3.75 25 300 0.25 0.25 3 600 950 660

IAFTD Hakerah1.png
Ice Projectile 3.5 30 375 0.25 0.25 3 600 950 660

IAFTD Traika1.png
Fire Melee 3.5 30 400 0.25 0.3 3 900 1500 990

IAFTD Gemagren1.png
Ice Melee 3.45 25 475 0.25 0.275 3 900 1500 990

IAFTD Sneba1.png
Fire Projectile 3.5 60 450 0.25 0.275 4 1500 2200 1650

IAFTD Toby1.png
Ice Projectile 3.5 75 550 0.25 0.225 4 1500 2200 1650

IAFTD Pugotik1.png
Fire Both 4 100 + 120 600 0.25 0.25 5 3000 4500 3300

IAFTD Shokeeh1.png
Ice Both 3.85 85 + 150 800 0.25 0.25 5 3000 4500 3300

IAFTD Gwion1.png
Fire Projectile 3.35 225 950 0.3 0.275 5 5000 8000 5500

IAFTD Golanaur1.png
Ice Melee 3.4 150 1500 0.4 0.2 5 5000 8000 5500

Turrets

Turrets provide an advantage mostly from the defence aspect. Ice turrets are usually stronger than fire turrets, although fire ones are slightly faster.

Turret Team Power Attack Rate (seconds) Level Required Cost
Stoner 1

IAFTD Turret Fire 1.png
Fire 20 1.25 1 1500
Darter 1

IAFTD Turret Ice 1.png
Ice 30 2 1 1500
Stoner 2

IAFTD Turret Fire 1.png
Fire 30 1 2 3000
Darter 2

IAFTD Turret Ice 1.png
Ice 40 1.75 2 3000
Smasher

IAFTD Turret Fire 2.png
Fire 40 3.1 3 6000
Bellshot

IAFTD Turret Ice 2.png
Ice 75 4 3 6000
Stoner 3

IAFTD Turret Fire 1.png
Fire 40 0.8 4 10000
Darter 3

IAFTD Turret Ice 1.png
Ice 50 1.5 4 10000
Superfire

IAFTD Turret Fire 3.png
Fire 100 2 5 20000
Chillbeam

IAFTD Turret Ice 3.png
Ice 175 2.5 5 20000

Summons

Summons differ greatly irregardless of teams, but ice summons mostly attack towards the ice fort as a defensive strategy while fire summons are more offensive.

Summon Team Power Level Required Special Cost Description

IAFTD Summon Soverdat.png
Fire 150 (30 x 5) 1 100 Five fire pillars appear and do continuous damage for 3 seconds.

IAFTD Summon Snoog.png
Ice 600 (200 x 3) 1 100 Three giant frozen spitballs fall near the ice fort.
Ohozhd (doom bringer form)

IAFTD Summon Ohozhd.png
Fire 800 (400 x 2) 2 200 Two giant fireballs fall on both sides of the stage.

IAFTD Summon Dlistvol.png
Ice 240 (60 x 4) 2 200 Four frozen roots pop up near the ice fort and do continuous damage for 2.5 seconds.

IAFTD Summon Vechka.png
Fire 1350 (450 x 3) 3 300 Three hungry green flames go right to left, damaging all the enemies in the way.
Bluppy (super 3 form)

IAFTD Summon Bluppy.png
Ice 60 3 300 A massive glacier spawns for two seconds in the center of the stage, dealing continuous damage.
Balzei (beast slayer form)

IAFTD Summon Balzei.png
Fire 120 4 400 A massive green fire spawns in the center of the stage for three seconds, dealing continuous damage.

IAFTD Summon Mihav Emhav.png
Ice 3600 (600 x 6) 4 400 Six heavy stars fall from the sky closer towards the ice fort.
Put'bi (ascended form)

IAFTD Summon Put'bi.png
Fire 2800 (2000 + 800) 5 500 Put'bi's eye projectile sweeps the stage from right to left, before a massive fire sword swipes the whole stage.

IAFTD Summon Zelonoi.png
Ice 750 5 500 A slow moving laser obliterates most fire opponents as it moves from left to right.


Forts

The only difference between ice and fire forts at each upgrade level is the health. Ice forts have more health than fire forts.

Fort Team Health Level XP Cost
Fire Tower 1

IAFTD FireTower 1.png
Fire 1000 1 0
Ice Tower 1

IAFTD IceTower 1.png
Ice 1250 1 0
Fire Tower 2

IAFTD FireTower 2.png
Fire 2000 2 3000
Ice Tower 2

IAFTD IceTower 2.png
Ice 2500 2 3000
Fire Tower 3

IAFTD FireTower 3.png
Fire 4500 3 7000
Ice Tower 3

IAFTD IceTower 3.png
Ice 5000 3 7000
Fire Tower 4

IAFTD FireTower 4.png
Fire 9000 4 17500
Ice Tower 4

IAFTD IceTower 4.png
Ice 10000 4 17500
Fire Tower 5

IAFTD FireTower 5.png
Fire 17500 5 30000
Ice Tower 5

IAFTD IceTower 5.png
Ice 20000 5 30000

Development

The game started development in early December 2023. It was a quick idea that was mostly meant to be a small game and finish development in December. However several difficulties caused the game to be released later in January 2024.

The first part of development started with art assets, which involved animating all forts, soldiers, projectiles, turrets, summon reveals, summons, and summon projectiles (in that order). The only difference between summon reveals and summons was that some reveals differed to what the actual spawnable was. For example, Ohozhd would appear in his normal form in the reveal, but would spawn in his doom bringer form. Some of these were actually changed towards the last days of development, as some time was available to allow more interesting summon differentiations to happen. This included Bluppy and Put'bi, who were originally going to appear the same as in their reveals. The process of making all the art assets took around two weeks.

Another difficulty during the development of the game was balancing the teams. Since the implementation of soldiers, turrets, and summons (in that order) were incremental, the game had to be balanced on just soldiers alone first. It proved difficult to keep the stats that make the teams unique from each other while not making one team overpowered compared to the other. However once soldiers were balanced, turrets were later balanced as well as summons, and small tweaks were made in the end.

The whole game was tested almost exclusively on the hardest difficulty, since it was meant to feel like the "true" difficulty" and the most realistic one to how an actual opponent would play. However that proved to be problematic, as testing later on easy and normal modes either ended the game too quickly, or left the player with no money and the opposing team would win way too fast. Initially, the only differentiating factor between difficulties was how much soldiers the CPU was able to spawn. However, money, reward, and health had to be adjusted later to make the difficulties feel more balanced. The approach taken was the lower the difficulty, the harder it was for the player to lose and also had room for more reaction time.

Music

The only track in this game is called "Last Millennium's Snow". It is meant to sound nostalgic and be in the Italo Disco 80's style, and also not be too distracting to the player. Unlike a lot of other songs in ME-OS, this one still has energy but also fits more of a "thinking" or strategic mood while still being full of emotion.

Track Number Song Name Preview
01 Last Millennium's Snow File:ZSP IAFTD 1.mp3

External Links

Trivia

  • The character selection of this game aimed to showcase less seen SP Creatures in SP games and works so far.