Not that it makes much of a difference, but my mini-turrets are having their ammo automatically refilled after each wave, rather than me having to replenish them, even though I use all four every round.
Obviously much better than before, but I'm still tweaked about the ridiculous kill requirements to unlock weapons. Make them require different weapons and lower the count, please!
Wave 48 of _test: The mechanical walker enemies spawn, then move, then stop, and don't do anything else. No shooting, no more moving. When they die, more spawn, as they should, but they end up doing the same thing.
You mention that you have a full team of people working on this stuff, so how is it that no one thought that it might be a bad idea to port a Facebook game directly to a game-centric site without any modifications?
In addition to lowering the outrageous kill requirements to unlock new weapons, why not make them unlocked with different weapons, rather than just having one long chain of unlockables, forcing us to use very specific weapons for ridiculous amounts of time? I want to be able to switch between at least a couple different weapons and know that I'm making progress with each of them, rather than placing four worthless turrets and wasting the rest of my time and kills...
You know, I would absolutely love to see a game like this with a bit more action and speed. If you make a sequel, consider removing the "Push Force" gauge, and make everything happen in real time. I can only imagine it would be quite a bit more difficult to manage as a game developer, but I also think it would be much, much more fun.
As everyone else says, this game is mere inches from greatness, and all that must be done is to greatly reduce the wait times and kill requirements for unlocking and upgrading. This is Kongregate -- not Facebook. By having this style of game on this particular site, the developers are losing quite a lot of fans, and profits.
Yeah, that new feature doesn't work quite as intended. It's very difficult to actually click on the enemy you want, and when I do, I have some other enemies that waltz through the dungeon completely ignored.
Elevator got stuck on the bottom floor at the end of day 99, leaving one of my cleaners stranded on the fifth floor, and I was forced to return to the main menu. Didn't happen again.
Also, I have 98% frequency of Celebrity, and 0% of everyone else. Might want to either show frequency out to tenths of percents or leave it at 1% until the value is actually 0%.