Oh, one more thing: I don't use the mortars not because they are bad (they are good) but because they seem to accentuate a lot the lag problem late game.
Typiolin
Recent community posts
Here is a layout for late game to win without doing anything (I got bored and went top to die) :

I've tried several different layouts, it's the one that allows me to win waves without even moving an inch after the mid game.
- I wall off the entire map, leaving only a small entrance top left.
- At this entrance, you have a killing zone with skulls and noses. Nothing get past it, even the queens. I've also tried different strategies for this killing zone, here is the best one so far:

- Late game, I just pile more things and nothing can pass.

The only problems left are the queens summons and the wizards. For the queens summons, I have a "catching" zone of 5 spaces with 2 layers all around the center that bring back all summons in the killing zone.


And for wizards I just get a lot of eyes with the crown update. Stay in the middle, don't move, they all die.

What are your own strategies?
And yeah, I like this game :)
I like the new version ! As usual, I can't get a really high score because it crashs at around 4K or 5K. Some comments:
Gameplay
- Late game, it's still super easy to kill absolutely everything (including queens), except the wizards, with a relatively small maze of skulls + noses. So I wall off the entire game area, just leave a small entrance on one side of the map and I just have to deal with the queens summons and wizards. Everything else die in the initial maze.
- For the wizards and queen summons, I just make a block of upgraded eyes around the player and again, I don't even need to move until the crash happens.
- The game start is a bit challenging and you have to be carefull, but late game it's mostly a problem of lag.
- The "no doors" is OK (I can understand why this option is not here anymore), but navigating late game is a bit an hassle once you have a rather big maze.
- For the roots, the souls get stuck if you have a complicated maze. Having to put "entrances" to get the souls take a lot of maze space and you can't really use the spikes because of that, since they take the same space.
- The new jester is fun but irrelevant as a threat. He dies too quickly as soon as you reach mid game.
Suggestions
- To solve the lag issues, I suggest to raise the HP of ennemies instead of making more and more of them. That will also avoid everything dying at the first entrance. Maybe change their color to see the "level" of HP ? Or make them slightly bigger ?
- For late game, what about an enemy with a "shield" that is invulnerable during some time at start ?
- Allow spikes and roots to occupy the same space.
- Put back doors to navigate the maze! But, to avoid cheesing, block them during waves and unblock them just between waves. That way, the player can go fetch missing souls and update some far part of his maze without hassle.
- Allow the creation of "entrances" for souls on the roots themselves, for a price of course (like : you click again on a path on the roots, it create an entrance for the souls... I don't know if I'm making sense here). Even better : to make the player use his brain, make the "entrances" more and more expensive (so you have to chose carefully where to place them, at shock points).
- Allow the creation of "super towers" for a super high price. If you make the HP of ennemies go higher and higher, it would be nice.
- Have a research center to unblock supertowers, paid for with souls (ok, I'm pushing it here).
Keep at it, it's really nice :)
With this set up, you can stop everything without dodging at all :

The queens shadows have a range of 6 max, I completely wall off the entire game area with teeth and just leave one tiny entrance with lots of skulls + crown upgrade. The queens shadows materialize out of my main area :

So basically I go on the right, do nothing and everything die. Then as usual the game crash at about 4K.

I love this game ! Keep at it :)
Thank you!
Also: I don't know if it's intended or not, but now wizards are invulnerable to high spiked walls (they can't get through them, but they don't take damage anymore).
I have a suggestion for the "one FPS problem" that crash the game all the time for me in the late stages, or make it completely unplayable (kudos to the guy that can play with the 0,3 FPS :)). What about simply, instead of multiplying the number of ennemies to infinity, adding HP to them after the 30th wave? That way you can still get a nice challenge, without tanking your FPS.
