Small balancing issue: normal abs resistance is weaker than elemental abs resistance. Therefore purification is sometimes not desired, especially since (on medium) the elemental abs resistance is more than the enemy attack and the normal abs resistance is not.
Insane darkness enemies won't become visible if they are hit by the purification effect before becoming visible. They can attack my tower and I can't shoot at them so I had to wait till they 'vaporized'.
The insane-nature enemies are just stalling the game. While completely harmless because of the offensive air upgrade, I can't kill them because they are fully regenerated before they come back on screen. They just need a serious missile and in meantime I can't go to the next wave becaues of 50+ enemies. Some survive for 10 rounds before being hit by a serious missile.
Just an idea that will drastically change game tactics: 1. increase the rate at which max tower health increases. 2. Massively decrease the regenerative abilities (by at least a factor 10, the tower should not fully regenerate before the next attack comes). 3. Decrease the knockback effects by 1% (multiplicative) per 10 waves. 4. Change the progress pause treshold from 20 to 50 enemies (or remove it completely).
This will need further refining, but it should make offense aid in defense as ofensive upgrades generate more time to regenerate before the next wave comes. At the same time it makes elemental defensive upgrades useful as non-universals can finally reach the tower.
I'd like to see an options menu on the main menu or at least the number format dropdown in the town. Right now I have to go ingame to change the number format to what I'd like to see in the workshop (which is 'normal') while in-game I prefer normal for the early waves and engineering for late-game.
Quite often a pre-selected enemy comes into the playing field. If I want to select it I first need to deselect it by clicking somewhere else. To reproduce: select a boss enemy, kill it and don't click anywhere else. 20 Waves later the boss appears with a red circle around it. Cause: Enemies in the enemy pool remain selected and return in a selected state. To fix: deselect enemies on death.
The visual nova effect is 85% bigger than the effect radius. Easily noticable with nova radius upgraded to 10m. Enemies on top of the tower (consecutive gravity effects) aren't affected by the nova (or not noticable).
-- Universal enemies vs. any other type: - universals are immune to 7 elements, others only to 1 (elemental piercing applies to all enemy types) - All enemy types have their own (rather cheap) defensive upgrades, universal doesn't (universal defense applies to all enemy types and is far more expensive).
-- Defense is measured by your max health vs. enemy attack ONLY: - Regeneration is extremely fast (lifesteal+nature) and the health is usually more than refilled in a few miliseconds. Only one-hits (or multiple at the same time) can destroy the tower. - Universal defense is the only reliable way to decrease attack damage. - Block is only helpful if the block chance is 100%.