Had to make a video since a lot of what I wanted to point out would require prints, thought would be easier.
0:00 – Menu visual bug Clicking the ON/OFF button for Reduced Effects doesn't update its highlighted state. Instead, clicking Enemy Animations updates the highlight for both options.
0:40 – Coilwork Barrier Reform and Range should probably have a maximum cap.
0:55 – Blueprint progression / gem economy I finally maxed all Blueprints, and it took an extremely long time.
The fastest method I found was using the x5 Research Speed boost (the green resource—I don't remember its name). Besides increasing research speed for one hour, it also reduces the gem cost to instantly finish research by 5x.
For example:
- Normal rush cost: 10 gems
- With the boost: 2 gems
I'm not sure if this is intended since you're still spending another resource, but it effectively multiplies the value of every gem you own.
If gems are intended to be the game's main monetization, this may become an issue.
There's another exploit involving the 15-gem reward. It appears to use the game's internal timer instead of real time. Increasing game speed also increases how quickly you earn this reward.
At x28 speed, you can:
- Enter a Voltage.
- Skip the early waves.
- Collect the 15 gems.
- Reset.
- Repeat.
This lets you earn roughly 15 gems every 20 seconds.
I think the reward should instead use its own timer based on real elapsed time (or local/system time) rather than game speed.
1:00 – Milestone capacitor rewards Milestone capacitor rewards are far too small.
For example, the base upgrade already costs 10 capacitors, while reaching Wave 750 only rewards 1 capacitor. Repeating that milestone ten times for a single upgrade isn't very motivating.
Unless there's another reliable source of capacitors later on, I'd suggest increasing milestone rewards substantially (perhaps starting around 50 and scaling upward).
1:40 – Performance Performance is much better than before. Even at x28 speed, the game remains smooth.
2:00 – Enemy pathing bug At x7 speed, performance is still excellent, but enemies start behaving strangely in the top-left corner.
They repeatedly twitch in place instead of moving forward, eventually forming a group that the tower can't reach.
2:50 – High game speed may become "pay to lose" Switching back to x1 speed shows how quickly the tower actually kills enemies.
Early in a run, this could become a serious balance issue. Since enemies move much faster at higher game speeds, players can die simply because the game simulation can't keep up.
The Blueprint game speed upgrade is arguably one of the most valuable upgrades because runs are very long. Most players will eventually want it.
If gems are monetized, players could spend money specifically to unlock faster game speeds, only to make the game harder or even lose runs because of simulation issues. That's a frustrating "pay-to-lose" experience that may make players stop playing.
4:28 – Persistent stuck enemies The enemies stuck in the top-left corner are still there even after resetting and changing Voltage.
4:28 – Performance improvement Performance is still significantly better than previous versions. Even at x28 speed, gameplay feels much smoother overall.
4:50 – Possible CPU bottleneck during damage calculation This is harder to notice, but every enemy death causes a small hitch.
My guess is that the game is calculating Tower Damage vs Enemy HP using extremely large numbers for every hit, and those calculations begin to add up at high game speeds. This may also explain why enemies eventually start grouping together.
One possible optimization would be an overkill check.
At the start of each wave, compare the maximum possible enemy HP against the minimum guaranteed tower damage.
If the tower always kills the enemy in one hit, skip the full damage calculation entirely and simply remove the enemy when hit, only processing rewards and other effects.
Only perform the full damage calculation when enemies can actually survive a hit.
Exactly what counts as "tower damage" depends on your combat system (base damage, upgrades, multipliers, critical hits, etc.), but using conservative values (worst-case tower damage versus best-case enemy HP) should make this safe.
5:05 – Visualizing the hitching This is a good place to see the issue. Watch the gem icon at the bottom of the screen—it visibly stutters every time an enemy dies, suggesting the hitch may tied to the enemy death.
The rest of the video is mostly gameplay. I didn't notice anything else worth pointing out, but I thought these issues were worth documenting.
Few random things:
I think some sort of "encyclopedia" might be cool for the game, where we can see all the different types of enemies, game mechanics and resource types (That this game have plenty) gems, charge, flux, green thing, capacitor, etc etc. You could even have the enemies have their own animation playing when reading their description/stats since would be a shame not to use the assets. Lore?
I started using the chips just took me finishing the whole blueprints but, yeah.
4500 waves milestones is crazy work, but I'm sure people will do it.
Overall I enjoyed the game, there a few hiccup here and there but I'm sure you're working on them so it should only get better from here.








