In today's update, - I spent most of the week updating the game graphics, textures and lighting etc, to make it feel more like an arcade game from the late 80s ( or early 90s, for the actual 3D. ) Using the orthographic camera mixed with blocky pixel textures on the tower model, I've been able to create a pretty unique look for the game which I think will help it stand out a lot going forward. I'll of course keep refining that in the months ahead. I'm actually feeling a lot better about where the game is at this week then I was a few weeks ago. Partly because of some improvements to the game's systems, partly the idea of adding in the second gameplay mode, and partly because of the positive and encouraging feedback I've had from players based on the videos and screenshots I've shared. So, thank you. Although we seem ultra confident in our abilities and visions, sometimes even us all powerful gamedevs (ha!) are vulnerable and feel doubt. I still have no idea if Tower Shield will be a big success or not. Time will tell, but I'm going to give the game more development time to give it the best chance to succeed. Speaking of abilities, I wanted to talk to you about what I have planned for next week in the game : Hero special abilities! Right now, the only difference between each character is their stats ( and of course the visual differences ) , but I'd like to give each character a special ability you can activate by pressing the associated keyboard button for each hero. 1 for the Green Barbarian, 2 for Red Knight etc. This ability will then give the hero a special power, such as attacking twice as fast for 5 seconds - and then cool down for 30 seconds. You'll be able to reduce the cooldown via levelling up too. Remember, mighty hero, you can [url=https://store.steampowered.com/app/2446920/Tower_Shield/]wishlist the game[/url] here if you haven't yet. Cheers, Oliver Joyce Whiskeybarrel Studios