Maybe I've missed a core mechanic, but progression is painfully slow, hadn't finished square in 2 hours
Liah_K
Creator of
Recent community posts
Giving money bonus on kill for one unit encourages a player to have a single money-farming gigachad.
Some ideas:
Hat gives +5 coins next round and disappears - that would make it medium risk medium reward item
First 3 rerolls are free - more predictable RNG
Make poison instakill after 3 seconds instead of gradual slow damage - counter to solo oriented teams
Make 3 separate slots for locked items - locked items are placed there and then bought/replaced. That would allow for better planning.
Finally got #1, used slow rapidfire tesla sniper and 4 money archers behind, in round 22 sold archers to prevent zap damage. Rn tesla defies any purpose of 4 team members except for money hats, either it should be nerfed or everything else should be buffed. Also, knockback from sniper completely stops even the fastest units, making it weaker against very fast units would allow for melee playstyles in late rounds. And big ramming bear is very inconsistent, idk what to suggest there.

