I have decided to make Project Myriad free to play.
No ads, no in app purchases, nothing shady, just the full game available free of charge.
My hope is that this will bring in an influx of people to play the game and then possibly some of those people will want to purchase and play the updated format of the game which is Project Myriad 2.
I do not have any plans to update this game further. I will be fixing any bugs people find, but there won't be any new content. That can always change depending on future circumstances, but that is where I am at right now.
Thanks again!
Version 1.3 Available Now!
Hello!
Version 1.3 is live!
There are so many changes I didn't do a full patch notes but here are some highlights.
1) Full Visual Revamp! 2) New Levels and a new teleport tile! 3) Tweaking to pathing, hit boxes, targeting and all the AI that makes the game run. This should effect gameplay minimally, and in general changes should be considered as buffs. Slime tower is the only tower that changed a lot and even then the damage should be about the same. 4) New music for those that didn't enjoy the chiptune songs. There is now a setting to toggle between the two.
As always I would love to know what you think!
Thanks!
Version 1.3 Coming Soon!
Hello!
It's been a long time but I've decided to give Project Myriad the update it deserves. Version 1.3 is coming soon! There will be more news in the coming weeks but just a couple things to look forward too.
-Graphical overhaul. It's been a while coming but I will be given attention to each enemy and tile in the game again, while still keeping it true to the style of the game.
-Tweaks and balance. There has been some edges of the game I want to smooth out for a while. Level 18 probably just doesn't belong in the game to be honest, and any level with flyers needs adjusting.
-Teleporter tiles! They say in business your should under promise and over deliver. I prefer to promise things and hope for the best. I have wanted to do teleporter tiles since launch and I'm finally going to get around to getting them in the game. I have some pretty strict work goals for myself right now so if they don't make it into 1.3 then there will be a smaller patch after that will just add new levels and introduce teleporter tiles.
More to come!
Thanks!
New Games from Jumpmen Gaming!
Hello!
I just wanted to post an update here to share what I have been working on.
First of all I have been working with an artist friend of mine on a new project which has launched in early access. Cardinal Conclave. Please check it out in the link below.
While I feel like Project Myriad is a great game I also feel like the art wasn't up to par with what can draw the attention of new users visually. Up front I want to tell you that mechanically it's the same game, so I don't want anyone to feel tricked into basically buying project myriad again. I am still working out a plan for an actual sequel but in the mean time to be frank I'm struggling a bit for cash (as is the case for most indie devs). So I thought it might be nice to put a fresh look on the game and see if new people (or maybe some of you?) would be interested. It also has a few more languages for those that wanted a specific translation, and I added screenshot functionality.
Lastly I have had a discord for a while now. I just wanted to share the link just in case anyone wanted to come and chat.
https://discord.gg/Tt2hbH
Thank you again for your support and I look forward to continuing to make games for you.
Thanks -Tom
Where to go from here.
First of all thank you to all the additional users that now own Project Myriad.
My goal has always been to make the best tower defense game on the market. I have been debating with myself on where to go with this game from here.
I have ideas but my concern is that I could end up fundamentally changing the game. As an indie developer I need to generate more revenue, sorry it's just the way it is. So my next release will be either a sequel or DLC.
I can always add more levels or new tiles or maybe even new towers but at this point I am very interested to here what the community is looking for in a tower defense game. What are some things that other tower defense games (or even mine) don't offer you that you have always wanted.
Even if I end up making a sequel the plan is still to support this game. Some requests have been for different music or for steam screenshot integration. I'll work on that.
I look forward to your feedback.
Patch Notes v 1.2 Halloween!
Bug Fixes
The level tiles should now correctly display their tooltips.
New users will be able to select their language at startup now, instead of the game defaulting to Italian.
Manta Level now has the freeze tiles it was supposed to have instead of the fast ones.
Achieving wave 30 achievements will now be correctly awarded.
Navigating to a sub menu while on the options menu should no longer unpause the game.
New Content!
Themes! The themes feature is now live. If you preferred the older color scheme you can now select it. There is a more menacing looking boss to go with it.
Halloween Theme Now Available! All of the enemies have dressed up for halloween.
5 New Halloween Themed Levels
Conical Crown
Candy R&B
Spooky
Itchy Ear
Carving Time
2 New Level Tiles
Slime Tile
Activate this tile and it will consume a single enemy (even a boss!) and dissolve it over time. It will then grab another one. The more health the enemy has, the longer it will take to dissolve.
Candy Tile
Pay to remove this tile from the board but then it spawns a candy enemy with 7,000 health per candy you have spawned. Defeat the enemy and it will give you 500 gold!
Updates
UI Adjustments for PC I have started putting in some size adjustments, more to come.
Tweaked Swarm Level Swarm Level now has two less flier tiles. It was the ones farthest outside that seemed to make the level less fun.
Added tiles to Puddle Stomp This level just wasn't as fun and was too straight forward. Added tiles to increase mazing.
Enemy Balance Changes
Health Adjustment Easy still doesn't feel quite easy enough. Also it definitely felt like there were two games under 30 and post 30. I made some adjustments to try and even that feeling out. Shouldn't effect gameplay too much except maybe on hard mode.
Patch Notes v 1.1.1
Bug Fixes
Hiding tips on the pause screen will now remove them until you turn them back on.
Button mouse over and clicking should now happen in the full area of the button, and not miss the edge by like 5-10 pixels.
Fixed the little mouse level having an extra tile.
Fixed the manta ray level being offset on the bottom line.
When you continue a game it should no longer reset the cost of the goldmine tower.
Messages should stay a little longer and be easier to read.
Fixed a bug where the selling option was displaying the full value of the tower and upgrades instead of the 75% value that will actually be refunded.
Fixed a bug that caused enemies to path through towers build in spaces where a lock tile was.
New Content!
Project Myriad is now available on Android! iOS coming soon.
Updates
Added achievements menu back into the game with the new achievement art.
Added in game achievement alert. (Aside from the normal steam one.)
Added tooltip information for towers and upgrades.
Added an option to turn off the tooltips as well.
Adjusted some of the upgrade art that may have been confusing.
Upgrade and tower buttons are now grayed out when you don't have enough resources.
Added a couple of tiles to the rattlesnake level. It felt too hard to be the first level of the game.
Enemy Balance Changes
Butterfly enemy health is reduced. I did some tweaking to the health algorythm I use for the enemies with the new towers. Preliminary testing indicated the flying enemies would be fine, but they are not. I am reducing their health so they feel more normal again.
Easy Health Down, Normal Health Down, Hard Health up a bit. So I'm just tweaking it to try and make it feel more like the original version for normal and easy. Easy is meant for you to get to a high wave on most levels so post wave 30 health is going to drop almost 13%. Normal health post 30 is also down just slighly. I just want it to feel closer to the older version. I have been able to get to wave 42-43 on hard on most levels. Hard is meant for someone who REALLY knows to game to struggle to get to 35-37 so Health is bumped up 1-3% post 30. Under 30 it's up about 7%. It shouldn't make it unbeatable before 30, just more hectic.
Tower Balance Changes
Missile Tower Boss Damage Shifted In watching a lot of play testing newer players build the missile tower first and they build a lot of them without upgrading. Then the first boss gets right through. I swapped some of the boss damage from the upgrade option into the tower itself.
Boss bonus damage from 0/25/50/75 to 15/35/55/75
While this is primarily targetted at new players it also has the benefit of making the range upgrade more enticing since the 1st and 2nd upgrades will see increased boss damage as well.
Thorn Tower Damage Increased This tower seems most useful for it's stun. While in general I am okay with that, it does seem like there are levels where you could just not use it at all and that's what I want to change. So I am increasing the damage a bit.
Project Myriad Patch 1.1.0
High Scores have NOT been cleared. Any score achieved on the previous standard or random modes will go towards your normal difficulty wave scores. Any score achieved on the previous traditional mode will go towards you easy difficulty wave scores.
Bug Fixes
Resolved many of the text alignment issues for those not playing in english, menus should be easier to read.
Resolved a bug that would require you to play and beat another level in order to get some achievements you have already earned.
Only kind of a bug because I knew about it and chose to leave it it but now I've decided that level scores will be based on the wave you beat not the wave you get to.
Fixed a bug where towers weren't always targetting the enemy farthest down the path and the cold (now poison dart) tower wasn't switching targets aftering added it's status effect.
Fixed a bug where the resource (now goldmine) tower was showing its cooldown always full even though it was correctly generating resources.
New Content!
5 New Levels
Caterpillar
Poodles
Puddle Stomp
Manta Ray
Sleepy Time
Added sounded effects to many of the towers firing their weapons.
Huge overhaul of the game's graphics
Updates
Replaced the Current Mode and Tower Select system with the new Upgrade and Difficulty system. When I originally decided to make a tower defense game there was a list of things I wanted to make sure were absolutely part of the game. This list was something like this.
The game must have mazing, too many new tower defense games create the path for you.
The game must have a lot of options (aka "viable builds") to avoid the player only building the best damage thing plus whatever stuns/slows are available.
The game's towers' damage should be based on how effectively they are placed in an optimal position.
Number 1 - Check. Unfortunately when it comes to number 2 and 3 the game comes up short. 2 more than 3.
The Problem I watched a playthrough of someone who played the game for the first time and the first 20 minutes was them just reading the towers. The game was meant to be played based on position of towers. While number 3 was kind of accomplished in the sense that after playing for a while there is a flow to where things need to be placed and how you should maze the game really took some trial and error to actually get playing.
The other issue was that in terms of viable options every level you use roughly the same towers. Poison/Mortor as your primary single target damage depending on the range you need. Wave as your primary damage dealer for everything else. You cap the ends of rows with either thorns, shock or reaper and then you grab the resource tower and one of the buff towers. Line towers are very situationally good and even then its either blade or storm. It's not to say the game isn't fun, it just means picking towers isn't really fun when you just pick the same ones.
The Solution: Tower Options --become--> Upgrade Options I have reduced the 20 towers into 7 core towers. I then took the towers that were elimated and pulled the more fun aspects of them and made them upgrade options for those 7. In theory you have close to the same number of options but you no longer have to wade through a pool of towers and instead you get to make active choices based on the range and effect needs of a given level. This should both highlight the need for good position but also make different levels have different upgrade paths to find. For example a missile tower placed close to a curve/turn around point for the enemies will likely focus on boss damage where as one that is farther away could focus on upgrading range.
While you are now definitely using the same towers each level, you should be upgrading them in different ways on each level. This should create the feel of the original goal I had which was to create multiple viable builds.
Difficulty and Modes Having only 7 towers eliminates the random mode unfortunately. From here the only different between standard and traditional was the ability to sell towers. After alot of testing different methods I decided that you can sell towers but you can only do it in between waves while no enemies are on the board.
Once I was down to one mode again I knew I was going to have an issue with play time. In early access it was very clear some players enjoyed going for wave 100+ while others prefer a quicker, shorter, harder experience. The simple solution here is to add difficulty levels to the new single mode. The wave goal for normal remains 30 and the game has been balanced around that. But those looking to hit really high waves can play on easy. Others that want a quick game can play on hard.
Enemy Balance Changes
Boss now takes 5 points off Old version or new version the bosses didn't feel scary. Getting to 30 needed to mean more than just getting their while letting 3-4 bosses through. So I increased how much they take off the end tile to 5.
Double the Skull Waves I added in a skull wave to also make the bosses more rare so they feel more unique and special. In addition being pushed back a wave means they will have more health. The new missile tower should do the job though.
Rebalance The whole game has been rebalanced so expect to have to learn the new flow of enemies and what towers to build.
Tower Balance Changes
All towers have their damage upgraded with their level and cost. So regardless of the upgrade option you chose their damage will go up. The point of this is so that you pick abilites based on position and what the ability does instead of just counting out dps.
Missile Tower The old missile tower was meant as a way to maze early and get damage late. The new missile tower just wants to kill bosses. Ideal placement is where it can get extra hits on the boss. Upgrade options are range to make it more like the old mortor tower or boss damage which really makes it feel more like the old poison tower.
Poison Dart Tower This combines the concepts of the cold tower and the damage tower. It applies a slow effect and is low cost and then in place of buffing the damage of surrounding towers it lowers the enemies defense so the towers deal more damage to it. Ideally you get at least two of these and have them specialize it slow or weaken. But you may end up needing more slows for some levels.
Blade Tower The blade tower has the old storm towers drain ability where it would deal more damage if the enemy has higher health. However it can be upgraded for range in situations where there are long paths and it can hit a lot of enemies.
Thorns Tower The thorns tower absorbs the shock tower so now it both applies a damage over time and temporarily stuns enemies.
Storm Tower This was the old wave tower. It's the only tower on the list that just upgrades damage. It's meant as the primary damage dealer tower, you will build a lot of these.
Reaper Tower The reaper tower absorbs the old strike tower in a sence. It has it's own old ability of cleave ability where it was deal increased damage based on missing health but now it also has an execute ability that will automatically kill an enemy under 1%/2%/3% health, which gives it the feel of the strike tower.
Goldmine Tower This is a clone of the resource tower with a slight nerf so that it costs a little more per goldmine you build.
As always thank you for playing my game!
Thank you! Also Future Update Info
Hello! I would first like to thank everyone who has purchased the game. I truly appreciate your patronage.
The main purpose of this post is to just communicate to everyone that just because I have officially launched the game doesn't mean I am done with it. My plan for the game is split into two phases.
Phase One - Patches and Features
Despite the fact that I am happy with the current state of the game that doesn't mean there isn't more that can be added. Here is a short list of things I am looking into. I know the golden rule in game development is never mention things you might not be able to deliver on but that's just not the type of person I am. I prefer to keep people informed. So here is a list of all things I am at least considering even if I don't figure out how to add them.
Tutorial Levels
Leaderboards
Graphical Updates
Adding more songs to the OST
Better and More Sound Effects
Mobile Version (This will likely cost additional money)
Cloud Saves (and cloud saves between PC and Mobile versions)
Additional Game Modes
Continued Balance Changes to Towers
Versus Co-Op???? (this is currently outside my skill set but I've been messing around with network code, you never know)
Phase Two - DLC
Along with the continued improvement of the game I plan on launching DLC for the game, development for this hasn't even started because I am still focusing on making the game better but down the road here are some things you can look for.
More Levels
More Towers
A story mode that explains what Project Myriad is.
Possibly an upgrade system that allows tower customization.
That's it for now, I just wanted to keep everyone informed.
Thank you again!
-Tom
Patch Notes v 1.0.0
Thank you to everyone who played the game in early access. I feel confident that the towers and enemy health will provide compelling and fun game play as they are right now. Time to launch!
New Content!
The Final 5 Levels Have Been Added
Space Pistol
Break it Up
Fighter Plane
Speedway
Final Frontier
20 Achievements Have Been Added - Go get 'em!
Updates
Traditional Mode Will Now Award Achievemnts I want people to play the game whichever way they find most fun.