Eco-Shift in a Nutshell


Tower Rebalance

Many towers in Eco-Shift are designed to perform a specific task like attracting enemy aggro, being able to tank large amounts of damage, slowing enemies, and applying large amounts of damage. With this balance, we wanted to address the range of tower usage and their accessibility during different phases of the game. We wanted to spread out each tower-task to provide a meaningful decision to difference-to-cost as waves steadily pour in.

All Standard tower Populations have been changed to 1 starting and 5 max. This provides a shorter time-span for towers to reach their maximum potential.

  • Bat - Slow/DoT (Damage over Time) has been reduced significantly to allow the effects to last longer.
  • Rabbit - Significant attack speed (up to 2/s) and higher damage to make up for lack of range. Evasion chance has been reduced to 25%. This should help the Rabbit catch and maintain aggro of a single target for a shorter time-span, allowing them to keep aggroing enemies throughout the wave.
  • Bird - Life has been significantly improved to provide a safe means of tanking Beekeepers.
  • Beehive - Cost and Damage have been increased to help manage large packs of clustered enemies (especially aggressive ones).
  • Squirrel - Slow, Damage, and Range have been increased to provide meaningful slow support.
  • Raccoon - Increased cost and attack speed rate. Raccoon has been significantly over-performing as a tank and caused the Rabbit to not be taken as a Tank choice.

Alpha Towers

  • Snake - Slow and Damage have been adjusted to allow for a slightly longer debuff duration, making the slow more meaningful. Though this causes enemies to last a little bit longer, the Snake should still be a great way to handle Hunters.
  • Owl - Significant damage and attack speed reduction. This tower has been over-performing due to its high attack range. This tower was intended to provide large coverage (especially around the tree) that can even out-distance most means of aggro.
  • Wolf - Attack speed scale increased to provide a more stable means of high out-going damage.
  • Bear - Now heals nearby towers. Since the Bear has such a short range and a high cost, he has been unused due to difficult planning. With the new heal, the Bear should now provide meaningful support while still providing the highest possible damage in the game.  This should also help reduce the amount of required healing during late-game. Planning is key!

New "Boss" Enemy & Endless Mayhem (Day 12)

  • The new enemy is a boss-like entity that attacks anything in its path.
  • Starting on Day 12, the game of survival truly starts.

Additional Notes

  • Tower Loss & Selling - All towers have their own tower loss/sell animation!
  • Camera Shake (when walking diagonally) drastically reduced!
  • Income Tick & Tower Sell shows above your Eco-Points.
  • Early Waves are always the same and spawn quicker (reduced down-time).

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