Seacurity Breach is a 3D tower defense game with a twist! We embrace verticality, ragdoll effects and a unique unit design. Expand gameplay experience by creating a level yourself or test your skills against a multitude of fan-created maps. Join Aerian forces to repel Aquator invasion!
Modern video games are extremely varied, unique and interesting, yet each genre has something that every plater expects and wants to see. Let’s take the most popular genre right now - Battle Royal. The core of the game is always the same, you drop down on a limited map, without any equipment. As a player, you have to scavenge and fight for better weapons, armour etc. while at the same time the map size is constantly shrinking. In that way, all Battle Royal games are the same, but if you said that to someone that loves that genre, you would look like a fool.
Some goes to the Tower Defense genre. In a way, all you do is build defences to stop enemies from reaching their end goal. But if you look at games like Kingdom Rush and Orc’s Must Die, at first glance you might think that those games have nothing in common, which is completely false. One is more standardized with great 2D graphics and set places where you can place defences and the second one is a 3rd person shooter and a TD game mixed together. That just shows how games can be wonderfully unique and varied pieces of entertainment. And that was one of the things we wanted to do when we created Seacurity Breach.
So exactly, what set us apart from other TD games? There are 2 main things. So let’s start with verticality and the 3D nature of levels. When you look at the levels of our game you can see a clear progression in how levels are structured. In the beginning, they are pretty standard, you can see some elevation but nothing that could instantly throw people off. But even in the first level, you can instantly rotate the map, move the camera or zoom in/out. So the players are instantly introduced to some elements that set us apart but without the game actually overwhelming them. And it is slowly building up to more complex levels with an increased focus on verticality and the 3D aspects of the levels, like enemies walking on walls or taking unique routes that you might not be able to see without rotating the camera.
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33543832/9dc8360631b895e61587a26882513e843647e3d5.png[/img][img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33543832/cf917680610d72b1b7068c680c339b026192ca96.png[/img]
You can see the differences just in those two levels.
And now to the second thing. Freedom of defence units placement. One of our goals was for players to have freedom of stopping enemies in a way they like and prefer. For it to work we had to give enemies an adaptable movement system, so if the player wants, he can block some pathways but there still needs to be at least one viable one. That gives players the freedom to plan their strategy in a way they prefer and feel comfortable with. There might be different chokepoints players choose to focus or some prefer building there defences near the enemy spawning point and others like to have it closer to the end. It’s all about your preference.[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33543832/74eba5efca60c9b813a531e569d41c4f6159a4c2.jpg[/img] Here you can see the freedom we give people, you can even block enemies.
In a sense, one of our main goals developing the game is to give players the freedom to try and play it how they prefer it. There should be multiple strategies that work when you want to finish the level. Even if some strategies might be more efficient that shouldn’t mean that you can’t achieve the same results with your prefered one.
See you next time! The full release is close ;)
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