This prototype has been in the works for a while now, the earliest date on the change log is 4/15/16, but I’m sure some thing were done before then. Four and a half months and the gameplay prototype is 60% complete! Not bad for our first game I think…
What to Expect?
Somethings to expect from the gameplay prototype include:
- Characterization of Mary (the main character)
- Fun music that goes with the gameplay!
- Anime Tower Defense with unique gameplay
- A few surprises
- A challenge if you can beat it without taking any damage! (Yes I have been testing it, and it is possible, but it won’t be easy!)
In-Game Cutscenes
There will be a few in game cutscenes to help move along the game and tell a tiny bit of story. Do not expect this gameplay prototype to cover any story from the actual game, this is purely for gameplay prototyping and building.
Bugs???

There may be some weird glitches. Of course we’re going to be error testing this thing like crazy before it gets pumped out. (If you are interested in beta testing this, please contact us via our facebook page!)
We may need to disable some features before launching this, such as the fast forward feature. (Which is really supposed to be a developer tool anyways.)
Incomplete Animations
Both the character and the enemy animations may be incomplete. Though we will do our best to mask it, please be aware that this is still in early prototyping stages. We really want the focus to be on the gameplay and the overall feel of the “TinyWars” concept!
![[BLINK2]Fire-Witch](https://tinywarsblog.files.wordpress.com/2016/08/blink2fire-witch.gif?w=840)
“TinyWars”
TinyWars is a feature recently added to the prototype, which creates an epic battle between the player and the enemies. No breaks between waves, no time to think, react and defend yourself!
Fun
We hope this prototype will be fun for everyone!
Some Concerns About Reception
There have been a few things about this prototype that has always worried me as it relates to public feedback. These things will remain in the prototype, however they will be evaluated for the next demo release.
- Level design is too small
- Color palette is over saturated
- Enemie designs are too silly
- Objects in the level seem random
- One level seems too short!
- Too many different things happening in one level
Please keep in mind, as this is a prototype and not a “demo” as it relates to promotional purposes, this gameplay prototype’s primary goal is to be the first ever, hard coded version of TinyWars.
A lot of code needs to be improved of course, but this gameplay prototype, and subsequent TinyWars demos, will serve as the backbone for the production of the final game!
The reason there might be “too much going on” in this prototype is because we want to have all the unique and different features coded and accounted for in this prototype. (Or as much as we can successfully implement right now!)
This also goes for the color pallet and seemingly “random” objects in the level. Again, we need a variety of objects and colors to see how the artwork style will look in the game, and some special objects, how they interact with each other. This is a prototype for testing purposes primarily, however we have added some entertainment value to it and we hope you will find this prototype charming!
Perhaps it might be an actual level in the final game, perhaps it might be a bonus stage. I’m sure more people will play the actual game than will have played this prototype when the game is released 2 years from now! It would be nice to see a blast from the past!
30% Remaining
The remaining 30% should be a breeze to complete. When we talk about the game in terms of %, we are talking about content. There needs to be an additional 30% worth of content added to the game for it to be completed.
However, the prototype might not be finished even after it’s at 100% completion, because of bugs and error testing, which doesn’t really count as “content.” The reason bugs are not accounted for in our percent of completion rate is simply because we don’t know how many bugs there might be in the game.
We do know how much content there is supposed to be, the enemies, boss battles, etc, have been planned out in advanced! But we do not know how many errors there will be in the game. We have fixed a LOT of them by the way as we build out the game, and as I play the prototype for the 100th time, whenever something happens, I always take a screen shot or take notes and try to tackle it right away.
Known bugs that we just can not fix for some reason include:
- Fast forward feature
- Occasional “Retry Wave” feature
- Some glitches with the summoning feature
Again, beta testing will open as soon as we complete this prototype. According to our development schedule we are actually slightly ahead of schedule! I anticipate that we will be complete with this prototype well before the end of September! (Error testing will open then!)
Thank you for keeping up to date with our development! Please be sure to follow us on facebook for mini-updates and all sorts of cool content!













































