Invader TD

Invader TD is a side-scrolling tower defense game, where players combine strategy and abilities to fend off waves of alien enemies.

It was the project where I made the most mistakes in scope definition, requiring constant revisions and cuts to make the release feasible.

The game became a crucial learning experience.

Release date: 2022
Tower Defense Pixel-Art 2D Aliens

Where to Find?

Technologies Used

Unity

Unity

C#

C#

Visual Studio

Visual Studio

Notion

Notion

Plastic

Plastic SCM

Aseprite

Aseprite

Photoshop

Photoshop

Audacity

Audacity

Development Process

This is the project where I faced the most challenges in scope definition, leading to constant adjustments and significant cuts to align with the team's capabilities and timeline. This experience taught me the importance of setting realistic goals, adapting to limitations, and maintaining focus. Through iterations in design, visual refinement, and community-driven updates, it became a pivotal project for my growth as a developer.


My responsibilities included:

  • Market Research and Game Analysis
    • Conducted comparative analyses of games like Kingdom to validate the side-scrolling gameplay concept, identifying unique gameplay elements to adapt for the project.
    • Leveraged insights to define the game's competitive advantage in the Tower Defense market.

  • Creation of the GDD (Game Design Document)
    • Structured a comprehensive document that served as the team's central guide, detailing:
      • Core Gameplay: Definition of towers, enemies, and progression pacing.
      • Card System: How cards influence strategies and add gameplay variability.
      • Atmosphere and Narrative: Visual style and integrated storytelling concepts.

  • Programming and Mechanics Testing
    • Implemented movement systems and projectiles using advanced physics to create smooth and responsive interactions.
    • Conducted rigorous gameplay testing to ensure consistency and eliminate critical bugs before launch.

  • Game Balancing
    • Applied continuous iterations to adjust attributes of enemies, towers, and abilities, using playtest feedback to achieve fair and challenging gameplay.
    • Designed a progression system to keep players engaged and rewarded throughout sessions.

  • Level Design
    • Designed map layouts to maximize strategic use of towers and abilities.
    • Programmed dynamic lighting systems and visual effects to enhance immersion and reinforce the pixel art aesthetic.

  • Marketing
    • Implemented targeted marketing strategies with limited reach, focusing on social media, smaller influencers, and player groups on Steam.

  • Steam Publishing
    • Managed the entire publishing process, from configuring the game's store page to the official launch.
    • Prepared promotional assets, such as trailers, screenshots, and optimized descriptions, to maximize the game's visibility.

  • Post-Launch Support
    • Actively engaged with the community, providing technical support and resolving reported bugs.
    • Delivered updates based on community suggestions to extend the game's lifecycle.

My biggest mistake was defining a scope that was too large, which caused significant delays and created a snowball effect of problems. As a result, we had to cut a lot of content while I searched for a solution to the lack of content. This is when we introduced roguelike elements, but the game still ended up being too short for more skilled players.

This is the main reason behind the few negative comments we received.