Thank you so much, the game is really nice! I played for about 40–50 minutes.
Result: I still couldn’t beat the first level. My best run was 678 creeps.
I’d love to see your results guys — if someone beats that, let me know and I’ll go back to try again! :D
For the developer:
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I really like the variety of tower mechanics. However, I think some kind of introduction or tutorial would help. I spent a while figuring things out on my own. It felt a bit nostalgic, clicking everywhere like in the old days, but times are different now, so maybe a short guide would make sense.
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I couldn’t figure out what the red diamonds are for. Just no idea.
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I don’t really see the point of magic or archer towers when stone towers exist. Stone towers have higher attack and hit 3 targets at once. Archers and mages deal less damage and hit only one target (I only tested the first two waves, maybe it makes more sense later).
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Upgrading feels very fast. From the start, you can already fill the field with towers and get them to the first upgrade level. After the second wave, towers are maxed out. By the third, you’ve already bought all four boosts for the towers, and after that, monsters stop being a threat since they die even without using skills.
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After a while I noticed towers have perks (two boosts for 500 each). But since you always have 15–20k crystals, they feel meaningless—you can spend as much as you want. I tried stacking +20% freeze chance on every tower, but after 4–5 waves I never saw a single enemy frozen. Then I switched them all to fire, but also didn’t notice any extra damage. A 20% chance is quite high, so I think it just doesn’t work.
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The last tower doesn’t reach enemies that manage to get to the fortress. Not sure if that’s a bug or a feature, but if a boss gets through, it’s basically GG. Skills deal tiny amounts of damage, and to take 200–300 HP off a boss, you’d have to cast them about 10 times each.
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At some point enemies start running faster and more spread out, and mathematically it becomes impossible to stop them. I also noticed situations where a tower throws a rock, but the enemy outruns the impact zone and dodges it. And then we hit the same issue as above: enemies and bosses are near the base, towers can’t reach, and skills only do 10–20 damage, meaning you need 10–15 casts to kill = gg.
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If you activated a skill, there’s no way to cancel it—you’re forced to cast into the ground. I think it would be great if you could cancel instead.
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After losing, there’s no “Menu” button - in fact, no button at all. You just sit there waiting for something to happen. It would be much nicer to have the option to return to the menu and restart right away.