Played the game abit more and managed to survive to wave 14.
My map was so clogged at that point where every wave (of annoying friggin catapaults) just took a solid 1/3 of my base while i tried to kill everything else. This is with all of the camps cleared (huge base btw)
- We should be able to upgrade certain buildings OR be able to research production sciences that boost efficiency, OR Both. Less map clog= better game play. Upgrading buildings function like Caesar games where adjacent houses can combine and upgrade (maybe automatically after some time) a bigger house. Maybe something like 1x1 tent > 2x2 house > 3x3 big house > 4x4 tavern.
- Getting attacked from multiple unexpected angles and losing because of it is so unsatisfying as a player. Sure, It makes the game harder, but it feels RNG because surviving the wave depends too much on if you placed your towers at the right side of your base. Balancing the game would be easier if every playthrough with similar conditions. I think all of the enemies should come from a single direction/
-Class system feels... not very unique. This could have been done so much better IMO.
The ranger doesn't shoot arrows. Paladin and Warlord die instantly without micromanagement because of stunlock. Sorceress's E ability feels like it should be on the Paladin. I feel like their abilities should get a complete rework. Stay to traditional ideas. Draw inspiration from games such as LOL/Hammerwarch. Archer should Insane dps to one target. Sorceress looks to have AOE/Waveclear. Paladin should be a Huge tank with with taunt abilities. Warlock should be a frontline... etc
- Leveling up could definitely do something more than just 10% increase and reduction in dmg. Maybe a unique passive for veterancy or maybe something more like a skill point distribution system?
Something should also be done about stunlock
These changes should probably give a more smoother progression curve and prepare it up for 15+ wave games