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CSharper314
CSharper314 presents ...

yesterday

Boats TD 3.14

Bloats TD 3.14 Guidebook
Basic Gameplay
This is a standard tower defense game. Various ships will be attempting to reach the goal from the start, on the left. Your job is to make sure that these ships, which come in waves, do not reach the goal.
If too many ships reach the goal (denoted as “hp” at the bottom), the game will end and you will lose.
If you manage to make it past wave 25, the game will end and you will win.
The Shop
The arrow in the top left opens the shop, where you can buy various towers and builds that you can place around the scene. If you have enough money, simply click the rotating icon, and click again wherever you want to place it.
For all buildings (except the bank), a range circle will be displayed. This shows the reach of each turret’s vision. If an enemy is within the range, it will target it. Bullets can still hit enemies outside of a range circle, it just will not have been the intended target.
The Towers
There are a total of eight buildings, all with different statistics, some shown in game, but also some hidden mechanics. If you click on a placed tower, it shows the range circle.
Cannon
The cannon is the cheapest weapon. Simply shoots cannonballs in a straight line at an enemy.
Price: $550
Range: 200 (for reference, a grid square is 64x64)
Reload Time: 0.9s
Bullet Speed: 3
Bullet Damage: 32
Will aim but cannot hit submarines
Sniper
The sniper shoots quick bullets a long ways away. Useful against higher-health opponents. Still only shoots in a straight line; can miss.
Price: $1200
Range: 500
Reload Time: 2.0s
Bullet Speed: 12
Bullet Damage: 128
Will aim but cannot hit submarines
Gatling
The gatling does very little damage per bullet, but fires them off at an unmatched speed. Expensive, but can tear through most enemies
Price: $2000
Range: 200
Reload Time: 0.05s
Bullet Speed: 14
Bullet Damage: 1
Will aim but cannot hit submarines
Minelayer
Does not target ships, but instead simply places mines in water tiles adjacent to itself. Mines will stay until blown up. Each minelayer can place 5 mines at a time.
Price: $1500
Range: 64
Reload Time: 1s
Bullet Speed: 0
Bullet Damage: 128
Cannot hit submarines
Missile Launcher
An expensive, high-tech piece of equipment. Has an incredible range, and shoots missiles that will always target the enemy with the highest health. The missiles, if they collide with something else en route, will still detonate on that thing.
Price: $3000
Range: 800
Reload Time: 5s
Bullet Speed: 5
Bullet Damage: 512
Cannot hit submarines, will not target them
Depth Charge Launcher
A cheap device that lobs depth charges near submarines. They will aim at everything but will only fire when a submarine is present. The depth charges can also destroy ships unintentionally.
Price: $900
Range: 128
Reload Time: 1.5s
Bullet Speed: 2
Bullet Damage: 32
Will only aim and can hit submarines
Torpedo Tube
An extremely short range weapon that packs the largest punch. Able to destroy ironclads in one hit, as well as submarines, it is a great late-game asset.
Price: $2500
Range: 64
Reload Time: 2s
Bullet Speed: 5 (unimportant)
Bullet Damage: 768
Will aim and can hit submarines
Bank
Very different from everything else, the bank is a financial helper. For every bank you have, it provides $200 every wave. It also allows you to overbuy; basically, a bank allows you to go $500 in debt, as long as you pay it back within 5 waves, otherwise you lose 50hp. This will be denoted by the “Pay back lone by wave []” above hp. This also scale for every bank you get; as getting two banks allows you to go $1000 in debt, so long as you pay it back.
Price: $1000
Ships
Just like the towers, each ship also has unique qualities that compliment the turrets. It is important to know the patterns of each to better your defenses.
Sailboat
The most basic of ships, as well as the most common, can still hold up against things like cannons.
Health: 64
Speed: 2
Damage (if reaches goal): 20
Earning (if defeated): 50
First spawns wave: 1
Not immune to anything
Motorboat
Similar to a sailboat, but will the values tweaked, allowing it to speed through tower ranges and dodge bullets.
Health: 32
Speed: 4
Damage (if reaches goal): 15
Earning (if defeated): 80
First spawns wave: 3
Not immune to anything
Submarine
A master of stealth: the sub is able to stay under the waves and dodge most bullets and missiles. Moves quite slowly, though.
Health: 16
Speed: 1
Damage (if reaches goal): 40
Earning (if defeated): 100
First spawns wave: 5
Immune to all but Depth Charges and Torpedoes
Minesweeper
The minesweeper, while not a formidable fighter on its own, clears a path for everyone else. When encountering a mine, it clears all of them without taking any damage.
Health: 128
Speed: 2
Damage (if reaches goal): 10
Earning (if defeated): 50
First spawns wave: 8
Immune to mines
Ironclad
The most powerful enemy in the game, a ship that can take a hit and packs a punch. High damage-yielding towers necessary to take it down.
Health: 512
Speed: 2
Damage (if reaches goal): 40
Earning (if defeated): 200
First spawns wave: 10
Not immune to anything
Gameplay Tricks
This game was made in a way that the enemies and towers complimented each other. Here’s how.
Missile Launcher and Ironclad: Both late-game features compliment each other. Given the Launcher always goes for the enemy with the most health, that is usually the Ironclad.
Depth Charge Launcher and Submarine: Depth Charges exclusively target submarines, making them (or Torpedoes) required to fend them off.
Minelayer and Minesweeper: The mines are very powerful; simply bullets that never miss. To balance them; something that is not only immune, but actively clears mines.
Sailboat and Sniper: Given the cannon cannot one-shot the sailboat, the sniper gets the job done, with its bullets moving just fast enough to hit the sailboat.


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