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l_k_1

7
Posts
A member registered Jun 08, 2026

Recent community posts

Lots of potential, lots of love gone into it. But one feedback - I started playing the tutorial and ended up quitting because it felt quite 'information overload' - I'd suggest paring things back to a much simpler start, with less text on screen and more space given to each element. There's no 'white space' between screen elements atm and everything's very busy.

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Fun, fantastic, and well deserving of its top spot on itch.io tower defence, but a few feedback things for the dev (am playing on website version):

- Biggest criticism: Because you have to grind so long to get more stars to unlock more levels, by the time you unlock a new level, the first 50 waves are usually trivial to beat? Doensn't then seem much point in those 50 waves being there. Seems very silly progression. I'd suggest having the levels unlocked more easily, but get harder quickly, so when you get a new level you can only kill a few waves, but you get more stars and high $, so it's still worth trying. 

- Otherwise, game is too grindy in general. Getting more stars is a real slog

- Also, some item prices are totally unbalanced. Best items with meaningful effects cost small amounts sometimes, and an almost pointless item that has a fairly trivial effect on a single allowed pokemon might be $150,000

Bug: 2x Random Silver just gives +15% accuracy x 2, 100% of the time

One more suggestion - it would be appreciated if there was a way to pause but where you could still read the stats and abilities of your various bullets, see what you have etc. - maybe not actually be able to interact with anything, but to let you take stock and plan so you can then execute when you unpause

Great skill-based game, fun and rewarding and you should be very proud of it. Only criticism though is it feels a bit silly how the best meta is to avoid killing the last enemies as long as possible, as then you get enough drops to save up and always have bullets on hand. I died because I couldn't get enough shells for the final boss even with that strat - though I think I could beat it next time maybe...

One more suggestion: At the moment, rubies feel like a deliberate waste of my time - they reward sheer time spent, not progression. This would be helped by increasing the prices of things, then making the 1 minute mark give you 1 ruby, 2 minutes 2 rubies, etc. - then there would be a point in skipping time. At the moment, skipping the first minute punishes you by missing out on a significant fraction of the ruby haul per level. But that minute is just such a frustrating waste of my life. It doesn't improve enjoyment to force players to watch the game play out more when there's no challenge.

Love the visual style, the polish, the music, looks super professional and I can tell the work and love that has gone into it! Some honest feedback though - after 30 mins I started feeling a bit bored. And I believe the reason is that I didn't feel that as a player in the actual level, you have many (/any) interesting choices to make. You just watch what happens play out - or shoot things with sky bolt if you're using it. That's not fun - just waiting for X minutes to get the gold at the end.

I'd suggest thinking of ways you can make the game more interactive without adding too much work. Maybe you could switch between evolutions or loadouts on the fly or seomthing?

The one thing I'd say about the metagame too is that on the previous The Last Spire there were a few choices / avenues available to the player with what to choose to spend money on. With what's available in the demo, it feels like the choice is "spend the money on the most OP spell right now, or waste it". Maybe a little bit more balancing, combined with the spells being interactive in-game in some way and therefore matter more, could make the choice of metagame feel more meaningful.

Just my thoughts!