I'll be making major changes and adding new content to Last Fuse. For the past week, I've been working hard to prototype these ideas and I'd like to share them with you! Presenting... Last Fuse's roadmap!
Late game extended: Mothership will no longer be killed in one shot. It will have a health bar. You need to send multiple bombs to kill it.
As you send up bombs, it gains armor. You have to constantly upgrade your bombs and armor piercing to defeat the mothership.
Steel Bomb > Abyssite Bomb > Etherium Bomb > Singularity Bomb...
But just as you are about to destroy it, it creates a shield, raising its armor to 9999, negating all bomb damage.
The Last Fuse is the final bomb requiring all resources and technology you've acquired so far. Only the Last Fuse can bypass its armor and take it down for good.
However, the Last Fuse takes time to construct, and the alien will launch its final assault on you...
You have to make a choice when you build The Last Fuse:
Default: 10 minute build time, average material cost: Detonates the mothership, but the portal remains...they will invade again... the question is... When?Good Ending.
Charge the bomb: 15 minutes build time, higher material cost: Detonates the mothership and the portal. But aliens still colonize other worlds. Better Ending.
Supercharge the bomb: 20 minutes build time. And extremely high alien intensity. Guaranteed to destroy the alien homeworld.Perfect ending.
The game is designed with replayability in mind and rewards you for every run, success or failure.
Every run rewards you random perks, as well as perk fragments to upgrade these perks.
You can equip a limited number of perks, so strategize to fit your playstyle. However, you can unlock more perk slots as you play. Making each run feel more powerful and start faster.
Perks have tiers:
Perks are categorized into types. Notice how they are colour coded above?
Perk list
As the mothership progresses, you need armor piercing and stronger bombs.
As you progress, you get stronger materials. Use these to build stronger bombs and even equip them with optional explosives if you are feeling ambitious. The bomb upgrades in several stats:
Tornadoes that increase the bomb's heat. Destroy them with turrets to get rid of them and reclaim extra build space!
Build submarines to extend underwater build area.
Harvest fish to feed your population.
Most importantly, it is the only way to acquire Abyssite and Etherium ore.
Some advanced factories may only be buildable underwater to take advantage of cooling.
Buildings like the underwater dome do not produce anything, but they add Prestige.
Prestige buildings are extremely expensive buildings that look pretty. However they progress your civilization in stages. I'm not sure what it will do, but maybe you can pick the following:
There is so much that can be done with a tower defense. Same for turrets - Tesla turrets from Faraday's island!
Warp gates can spawn over time, and you have to build foundations to reach and destroy them. Warp gates can be destroyed and afterward, you have three options:
As you defeat the aliens, you can build radars to discover islands.
After a certain population, they'll start asking for food. You need Vegetables, Fish, Meat
Each time you send up a bomb or salvage an alien ruin, you can choose to unlock a new building or get cores. Cores are the only material you cannot manufacture manually. These are used to build and upgrade the highest tier buildings, Epic buildings.
A new tier of buildings that put the new resources to use.
Titanium will no longer be the endgame material.
In fact, a new material, "cores", will be ultra rare.
Common materials (easy to get)
Common materials (expensive to craft)
Rare materials (Cannot craft)
Rarest materials (Cannot craft, only from cards)
Permanent currency (for meta roguelite upgrades)
Buildings will have 2 to 5 module slots, depending on its tier and type.
e.g. Basic Cooler 2 slots, Advanced Cooler 4 slots, Zero-Energy Cooler 5 slots. This encourages building stronger buildings when space is a constraint in late game.
Modules are like equipment that can be equipped onto buildings to boost various stats, improving building capabilities.
Speed Module: Improve building speed but raises energy consumption.
Efficiency Module: Decreases energy and heat production. But reduces speed.
Production Module: Chance to produce x2 outputs without consuming inputs, but raises building's heat and energy production.
Combat Module: Increases turret attack speed and range, but bullets are more expensive.
Cooling Module: Equipped only on coolers to increase cooling ability. (Extremely rare)
Ultimate Module: 0.1% chance to craft, rare drop from mothership boss. Post endgame, can be crafted with Dark Matter.
Modules are randomly generated from assemblers. They are expensive to craft and meant as mid to late game boosts. In future, maybe modules can have tiers, allowing late gamers to maximize their gains.
Addition of new islands and destructible warp gates mean you need a way to expand. Foundations let you build over the sea.
You can select various bombs. Each one has its own unique attributes.
Winning on each bomb unlocks a permanent building or passive boost. For example the chaos core will unlock Super Batteries permanently in all future playthroughs.
After winning, you can keep playing or restart. Benefits:
Restart benefits:
Phew this was a long post, let me know what you think here or on Discord!
I will release a new demo on Steam in April! So feel free to wishlist the game so you'll be notified when it happens!
Build a nuclear bomb in the heart of a warzone—push its power, but don’t melt down.
Status | In development |
Author | YYZ |
Genre | Strategy |
Tags | 3D,City Builder,Indie,Management,Real time strategy,resource,Tower Defense |
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Oh, nice, even more kudos then; it's a lot of features for just one person! Also wanted to compliment the whole "reactor" idea – did you get it fromForts, or was it a case of parallel thinking? In my opinion its a great twist on the TD genre.
By the way, I wanted to let you know that as your main "competitor"—only other 3D game with a relatively similar visual aesthetic I've seen while browsing the tower defense category—you are a huge inspiration. I am currently trying to crank out an endless mode too, but you beat me to it...
Looking forward to the future updates!
Thanks! The reactor idea was born from the theme for the Brackeys Game Jam (nothing can go wrong) which led to the idea of building a bomb because bomb = inevitably something goes wrong. I then added combat when I felt confident to do so, and it evolved into a TD. My first devlog dives into greater detail on the ideation process. In terms of games, people have called it Frostpunk + Tower Defense.
I will check out Forts!