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Tower Defense + Idle, where you play for both sides! · By
First level upgrades state they'll give the second level upgrade
Lv 1 .1 -> .3, Lv 2 .3 -> .5
shows as
Lv 1 .1 -> .5, Lv 2 .3 -> .5
Something is going on with costs. Thinks say they cost more than they do after the first rebirth. Perhaps one of the rebirth upgrades are making the costs say they're higher than they actually are?
Launching game on itch.io doesn’t work but it works here on crazygames.
Message I get:
Uncaught (in promise) TypeError: self.C3_CreateRuntime is not a function _InitDOM https://v6p9d9t4.ssl.hwcdn.net/html/3116705/scripts/main.js:39 main.js:39:165
A teeny, tiny, screen layout bugette.
Turrets menu, Gunshot, has:
Damage, Rotation speed
Arrack range, Reload duration
Turrets menu, Lasergun, has:
Damage, Attack range,
Rotation speed, Reload duration
On one screen or the other, Arrack range and Rotation speed should be swopped over so the two screens match.
The map loops round! Surely one should lose or be penalised when a monster gets to the end of the map? Instead, they just keep going round, including with the damage they have,
The idea of Tower Defence is that one must defend from the incoming hordes. This is just a meatgrinder.
Knowing I don't have to kill the monsters removes the peril from the game.
It also means one can use the monster's Speed enhancements at no risk.
I think this is a bug.
Instead, either the game should end, or there be a serious financial penalty, when a monster gets to the end of the path.
I know this comment is really old but i just wanted to answer it for some reason
Well, its not only TD, it is also idle, and in idle main point of the game is to make progress and to make progress as fast as possible. Also idles are often do not punish you, slow progress is punishment by itself. To be honest i kinda like the idea of idle with some kind punishment, but i think in this game i handled it pretty well still. First, missing enemy often makes your turret rotate excessively and in general makes everything more chaotic, making your "defense" much less effective, so even though i know there is no punishment, i myself still try to avoid enemies looping when i play the game. Second, you can accidently spend too much money on upgrading enemies, making them impossible to kill with just one loop. So in case i added some punishment, people would end up in infinite cycle of losing, and so i would have to change the whole concept of the game to somehow prevent it (and i dont like that). Thirdly, im not sure what do you mean by using speed enchantment with no risk, upgrading speed too much makes enemies much harder or even impossible to kill if you dont have spikes or lasers, so the added reward for killing the enemy will be useless then. Whole point of speed upgrade is for you to balance added reward and added complexity to kill the enemy. And well, it works for all upgrades, thats like the main point of the game: balancing defense/offense. Not sure why you mean speed upgrade specifically
The HP Based Damage of the Spikes does not kill Rocksters. I have Rocksters with health of 1.63k and Spikes with % of HP at 34%
Surely three hits from a Spike at 34% should kill any monster (3 x 34% = 102%)?
To test this I have removed the Gunshots and Laserguns and left just a row of 11 x Spikes. The monster strength has indeed gone right down after being Spiked four times, but despite having 11 x Spikes and the monsters being spiked over and over again many times, they do not die. I suspect they are eventually killed by the Spikes Health Damage.