Targetting consistently set to first sort of defeats the purpose of various towers. Frost ends up slowing the same guy, splash hits the lone front runner, etc.
The game design is simply magnificent. Otherwise, it's a good Tower Defence game. The only downside I would mention is that before upgrading a tower, it doesn't show what exactly it will affect. I would also like to be able to activate another wave during an active one, rather than waiting until the last enemy is dead.
Played all the three levels. Some short thoughts: the game looks nice, the sprites fit the Windows 95/98 type aesthetic. The colors are well done too. It was a bit frustrating that I couldn't beat the 2nd wave of the first level without leakage until I got some of the meta upgrades. No clue why this is listed as clicker/idle/incremental since it's none of those things. The tower types could lean a bit more into their strengths, I could beat the final level with just berserkers. When I used inferno towers their blast radius never seemed large enough to hit multiple units. It would be nice if towers didn't target units that are already about to die by a shot from another tower, so shots don't get wasted.
Overall pretty nice game. The design could be made a bit more focussed by pulling some of the meta upgrades into the main levels. For instance, allowing to further specialize specific towers by spending rubies, emeralds during the level. And the enemies could use a bit of variety. For instance, put bats in clusters of three so the infero towers area of effect can be put to use. As it stands, the meta upgrades feel like a grind required to beat the levels in the first place.
Thank you for the feedback, I wasn’t sure how balanced and engaging everything turned out.
That’s a great idea “For instance, allowing players to further specialize specific towers by spending rubies or emeralds during the level.” I’ll try to gather more feedback and rework the repetitiveness.
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Been having a good bit of fun on this for the past 45 minutes, so I'll most definitely be looking forward to the full release.
(Sadly lost the progress on the level I was on to log in, but oh well lol)
Thanks for the feedback! Please add this to your wishlist.
Unfortunately, the web version doesn't save your progress.
That WARAG game also looks pretty fun, so I went ahead and wishlisted it as well. :D
Oh, cool that you liked WARAG
Targetting consistently set to first sort of defeats the purpose of various towers. Frost ends up slowing the same guy, splash hits the lone front runner, etc.
Thanks for the feedback - 'm working on it.
upd: Fixed, please check if it’s not too much trouble.
upd2: A critical bug has been found and fixed
Seems to work nicely now, aye.
In fact, this was already on my to-do list. Thanks again for the feedback! I’d be happy to add it to the wishlist.
I like the old school tower defense games and gave you a wishlist
Thank you!
on chrome after wave 1 it gets stuck and does not progress to level 2.
Thanks for the feedback, I found and fixed the bug. If it's not too much trouble, please check again.
The game design is simply magnificent. Otherwise, it's a good Tower Defence game. The only downside I would mention is that before upgrading a tower, it doesn't show what exactly it will affect. I would also like to be able to activate another wave during an active one, rather than waiting until the last enemy is dead.
Played all the three levels. Some short thoughts: the game looks nice, the sprites fit the Windows 95/98 type aesthetic. The colors are well done too. It was a bit frustrating that I couldn't beat the 2nd wave of the first level without leakage until I got some of the meta upgrades. No clue why this is listed as clicker/idle/incremental since it's none of those things. The tower types could lean a bit more into their strengths, I could beat the final level with just berserkers. When I used inferno towers their blast radius never seemed large enough to hit multiple units. It would be nice if towers didn't target units that are already about to die by a shot from another tower, so shots don't get wasted.
Overall pretty nice game. The design could be made a bit more focussed by pulling some of the meta upgrades into the main levels. For instance, allowing to further specialize specific towers by spending rubies, emeralds during the level. And the enemies could use a bit of variety. For instance, put bats in clusters of three so the infero towers area of effect can be put to use. As it stands, the meta upgrades feel like a grind required to beat the levels in the first place.
Thank you for the feedback, I wasn’t sure how balanced and engaging everything turned out.
That’s a great idea “For instance, allowing players to further specialize specific towers by spending rubies or emeralds during the level.” I’ll try to gather more feedback and rework the repetitiveness.
Happy to help, I hope I wasn't too harsh or anything! I do think you got something nice going here. Good luck!
Updated the demo and added a fourth level. If it's not too much trouble, please try it out and give me some feedback.
Please leave feedback - it will help me make the game better.