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(4 edits)

AS others say, too easy, very grindy, needs more enemy types to justify anything that isnt damage, key waves would be nice as in a calculated jump in difficulty that would "force" a backing to be able to use stuff, add new music would be great. different sound effects, enemy sounds, , a way to know that the time increase is one, or just have the max speed the base speed always buy allowing you to upgrade to let the game actually run, i stopped upgrading things at wave 100 since i was bored. also, if all enemies in a wave are dead, please move to the next one, or at least have that be an early upgrade available as a toggle or something, s(since sometiems you might want to regen and not force next wave) Also with the key wave thing, have them be checkpoints unlocked type thing, since starting at wave 1 every time feels pointless since my base stats increase with all shopping instance. didnt feel like i made any choices, Also, the boss kill rewards didnt feel impactful at all, i get 6 credits? i think thats waht it said at wave 50? when i had 2-5k?. If it is intended to be an idle game, let there be an option to have it run in background (or seperate tab)  Maybe give players something to actually do outside of upgrading too. skill trees, classes, build routes, idk IE, a second base unlocks at certain wave/upgrade, spells, a controllable guy that you can run around, so you make the choice of idle or active play upgrades, story content if planned, Just ideas, im not a designer or anything, just throwing things around. i feel that things like crit chance should have a log cost increase or something, since each point you get in things with a max # get better, Damage scales too fast i think, i just kepty my dmg at 2x their HP always. Despite how it might sound, i had fun and you doing good work, whats there feels good and engaging enough, keep it up!

BUG:i play on ultrawide, when i went to fullscreen, then came back in mid wave, the enemy stopped outside of my range and was hitting my base, i had to remaximize, it started moving again, then minamize during a wave they didnt attaack from the right hand side, or at the end of the wave so it didnt happen.

BUG2: scrap/wave purchase button always highlighted.

EDIT: found the stuff to spend my crystals on, was kindof hard to notice for me since the buttons are small and at the bottom right thought i didnt have it unlocked yet. might want to bring it into focus more, or again short tutorial at some point. however the things there at current standing dont feel like they do much since too easy as is, Also, im not sure what some of the things do, like berserker.

Huge thanks for your feedback, it is a lot to read but a lot of value to me. I've just released a new build that targets some of your feedback. Please have a look and provide feedback if you can :) Changes can be found here

(5 edits)

I play on browser btw, not sure if i said so before.
Okay, played some more after the update, thanks for fixing the bugs.  The damage scale and enemy density does feel better, but without new enemy types it basically feels the same, but a move in the right direction. Since i still just godamage upgrade until i lose repeat. I am unsure what the green aura enemies even do, since they always die. 

 As someone else said, having your damage appear in 2 spots, at the bottom and at the side is strange, as well as regen. The scrap mult seems fine.

In Chips screen, it is hard to tell how many of each Chip you have, when buying x10 not being able to see any noticable difference without clicking on each one individually feels bad, having the copies easily seen, or a symbol if it is able to be upgraded would be cool. 

When getting wave milestones for higher tiers of levels, getting 14 scrap, when you have 90k from the current run. . .kindof feels pointless.

the later stages feel much better when you get the game speed buffs, nad you can start cycling through the bigger upgrdades rather than feeling you need all the small upgrades, 

Range should have a level cap once it reaches where any enemy can spawn.

BUG?:when doing buy 5, it shows you can buy before you have 5 (meaning you can buy 1,2,3 or 4 , but the price still says the 5 price, and the upgrade blue text shows the 5, even though buying less than that. so its more like an up to 5 buy, not a 5x buy. which if you have the money is fine, but if waiting for the purchase box to change to highlighted to purchase feels bad since it isnt a 5x buy like it implies.  Id suggest having it be up to 5 as it is now, but having the price and upgrade (blue) text change based on what it will actually upgrade to? 

BUG?: wave rewards seem to come at halve wave not at wave finish, not sure if intended that way.

Thanks for the super detailed feedback! A ton of it is in the new build! The green-aura enemy now visibly shields an escort pack so you can tell what it does. Chips show your copies + a level-up marker, and pulls now reveal exactly what you got. "Buy 5" shows the real price for what you'll actually buy. Wave rewards land at the end of the wave. Milestone Scrap scales with Voltage now (no more pocket change). And Range caps once it covers the screen. New enemy types are the next big thing on my list and I am open to any suggestions. Thanks again!