Definitely a very interesting concept but hits a little short of the OG concepts appeal by having you stuck in the units you use in a run, once you do
If instead you could change the composition mid run, based on the metals and sparks you have been using, as well as more significantly different units, it could become an interesting game of strategy/cheese, which is what is so fun about the originals.
And another thing I generally tell every indie dev who has a small concept that is being worked into a full game, dont be afraid to turn mid-development experiments into experimental modes for the player to try out, either as seperate modes or as modifiers. A 1hk mode, a "units are cheap AF for both sides" mode, a fight against an enemy that increases in power over time... Just some variety for the player to try out, incase the base game doesnt quite hit as broad of an audience as a collection of gameplay could.
Also, not sure about the download, but the web version commits the great crime of idle games, stopping when not focused.
Actually, lemme make a list:
_ Healing gives little feedback on who it heals and when. More glow could help, maybe a beam to link healer and target?
- Bosses DEFINITELY need health numbers.
- Missing a third thing in terms of progression. The per-run stuff is alright, restarting a mission feels a bit lacking in context lorewise but ok, but the restart rewards are only currency? that can ONLY be used when restarting? It generally feels nice when any amount of currency gained gives the player a slight % advantage over time, even if not much.
- Tiers of units for the player could be interesting, as well as some intentionally slow stuff, with strategy settings per unit. The way the healer stays behind is nice, but if you could choose similar behavior for ALL units, a sort of party composition, this could open up the game to a lot of strategy.
- the scout feels lacking in utility. If it was an assassin instead, who could selectively go past small, mid or big units, or have some kind of weakening/poisoning effect, it may be better.