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Have you thought about making the infill of new tiles come from a different direction?

With infill happening at the top and blocks falling down, towers end up being 'thicker' at the bottom than at the top. This makes towers that shoot vertically or diagonally 'feel' more powerful than towers that shoot forwards (and I think the top scores would support this - everyone uses wood, and often dark towers and water).

If infill came from the 'front' and everything 'fell' towards the back, then towers wouldn't be rearranged vertically except by direct player action, and choosing which row to place towers on would become more predictable and strategic. I suspect it would make horizontally shooting towers more balanced against vertically shooting towers as well.

I suggest infill from the front rather than the back, as you generally want your most powerful towers in the back, and giving the player what they want is often a good idea. That said, if the enemies removed more than just walls, pushing towers forwards and into the line of fire does become interesting... but destroying towers creates a significant positive feedback loop where if a player starts doing badly they will have trouble recovering.

(+1)

Hey, thanks for taking the time to write such a long comment and give such detailed feedback. I've had people mentioning this problem to me before with similar suggestions of solutions. I'm really not keen on making the tiles enter from a different directions, for a few reasons:

1. The metaphor of match-3 games with tiles falling from the top is incredibly important to me. Not breaking this expectation goes a very long way to making the game easier to pick up and understand.

2. Since the very beginning, one of the main challenges of the game has been keeping your towers up, constantly reshuffling for an optimal ordering.

However, I do agree that there may be an issue here, I just don't think the solution is to change the direction of the falling. It's probably also a question of balance, where I haven't made the horizontal shooting towers strong enough / vertical shooting ones weak enough.

As for your second point, I don't think that allowing enemies to destroy every tower will be a particularly fun experience, and I agree with you that the feedback loop will make the game very hard.