I want to recommend putting a "turn amount" and undo action button. That'll make a lot of puzzle nerds very invested in the game
A Hyper Nova
Recent community posts
one major issue is that all of the transports end up fighting over the same far away node while the close one is full, and because of this most of the transport upgrades are kinda moot as the main bottle neck is just filling them up. A third node or being able to assign transports to a specific node would help this.
1st: It would be nice if the music was muffled/changed when in the shop and research window to indicate the game is paused
2nd: some upgrades straight up don't work, the auto fire for the main gun and the global turret range from the radar don't appear to be working. Either that or they're explained very poorly.
3rd. Remove a lot of the upgrades levels from the research tree. Not only would it make balancing easier it would also make each upgrade feel a lot more substantial
4. the jumping zombie hitbox feels a bit off
5th. some boss/mega zombies would provide a good challenge
Some of the mechanics are kind of vague. It took a while before I figured out that the cursor collects loose ore. And I didn't even know that you can scroll down, I was waiting for the screen to auto transition.
I recommend a tooltip or some kind of explanation for what the cursor does. And have it so that your can scroll down slowly between levels rather than hard flipping between them. And make each level just a tad bigger than your screen so you have to scroll to see the bottom in the first place. This would teach players that you can scroll from the get go, and maybe have an arrow appear pointing down to the next level once the drones break through.