Interesting concept, but currently its very unpolished.
- Main issue would be the balancing. I never felt the need to go outside of the "more dmg/fire rate" builds (which is essentialy a flame tower) and occasional freeze. Like, "lvl 4 hard", ONE flame tower and im set. I decided to check some other towers after being done, and vortex/maelstrom have SUCH STRONG PUSHBACK, pairing it with flames/bomber makes any path impenetrable. Bomber didnt even need the pushback, enemies were literally spawncamped with this thing...
- Second main issue is performance... for a 2D game. The more ropes there are - the laggier it gets and sound starts being choppy. Also enemies on level 2 TELEPORT forward from their spawn, the more "fast forward" you have set - the further they teleport, they can straight up go past towers like this on x4.
- Third is progression. If thats what its going to be to play through all 40 levels, it will be EXTREMELY tedious and boring just placing one-two combo towers at the spawn and waiting for the round to end, repeated ~100 times. Making sources freely-placable makes game too easy, it just streamlines the process.
- Skill tree is messy:
- paths intersect/"merge" together making it hard to distinguish where one goes (starter gold-reinforcedhull/randomsourcepurchase)
- upgrade nodes cross
- only 2 (technically 3) levels of zoom, minimum and maximum, 3rd one is somewhat-middle when you open the tree, once you move scroll wheel - only way to get mid-zoom amount is by reopening tree
- "spectrum sync" upgrade shows it costs red, but when hovered over - it shows it costs yellow, and it costs yellow
- WHY DO I NEED SO MANY GREEN SHARDS XD
- But credit where its due, refunding/experimenting with upgrades is very smooth, thats good. Only wished it could do the thing Outhold did: when hovered over a resource - all the nodes that have hovered currency used are highlighted on the tree. Guess it would be too difficult to implement in this game since upgrades cost different resources, oh well.
- As the guy below pointed out, opening tower/source upgrade panel mid-game is slightly annoying when space is too crowded with them. Gets difficult re-arranging ropes mid-wave, click-to-open/close would be a better fit.
- At least thanks for confirming there are only 4 playable levels, in-game confirmation would've been more helpful tho
Im interested what it'd be like after baking for longer, but for now it would be too monotonous and unpolished to keep going.
