Welcome back! Here is the current idealized release roster for my upcoming game, Disorder Defense! Feel free to ask if you have any questions! More info about the classes and towers are below. -- Damage -- The most prominent part of this tower's design is that it deals damage. Single target, area of effect, damage over time, whatever method, there is damage being done. -- Slugger (https://scratch.mit.edu/projects/1312728468) -- Operator -- Bruiser --Crusher -- Control -- This tower focuses on controlling enemies by manipulating the enemies themselves. Think stuns, slows de-buffs. -- Fragger -- Jolter -- Defense -- This tower focuses on defending and can really take a punch. High health, weakening enemies, making units. -- Rioter -- Botanist -- Spotter -- Support -- These towers are typically non-combat units that provide additional support to you or your towers. Think stat buffs, additional income, healing. -- Coach -- Trawler -- Chef -- Leader -- Leaders are a loadout defining pick that takes up two slots. only 1 leader in your loadout, and only 1 leader down at a time. They lack 2 upgrade paths like most towers but have very strong upgrades. -- Cross -- Advanced -- These are direct milestone unlocks of a base tower. The advanced version of a tower stays consistent with the base's design philosophy, but cranks it to 11. -- Insurgent [Advanced Operator]
I've been making concepts for this game on and off for over 5 years T-T Crusher is similar in design to a tower concept of the same name, made by @12345av1 (I would like to preface I had this tower idea before I knew of his)