Campaign should give you more than just gold (best thing would be a multiplier, or at least souls as many as the hit points). Currently it has no benefit for the amount of effort and gold you need to spend on it.
Disappointing in how easy it is. This version of the game removes some of the more challenging rules from the other versions (such as: a light is on only if there is a single laser crossing it, it turns of if there are multiple; or you can't place nodes on lights; or lights and lasers have different colors; or at least a point based system that awards you for finding the solution with minimum number of nodes moves), which makes it even easier. It could be a great game if it was more challenging.
It is more like a movie than a game=
Buy automatic guns only: You'll be able to buy first at end of level 2, second at end of level 9 third at the end of level 14. (There are 15 levels). Stay in lowground unless you are picking up loot so the ranged guys mostly miss you. Other than that, keep shooting and slightly move around to avoid damage.
This game needs a lot more depth and variation to make it successful. Upgrades are usually a good choice, more varied environment and enemies always help, but they must be varied in the way they work, not only in the way they look. Simple examples that are abundantly used: platforms, environmental dangers, environments that have a special effect or items you can collect. For enemies: flying enemies, fast enemies, suicide bombing enemies...
With these, you'd still have a mindless shooter, but a more fun one, rather than a monotone one.
Unique puzzle game vaguely based on Greek mythos. One suggestion: Make endings a bit more differentiated (at the very least you can add images that represent the result shown with the description of the ending).
I like the idea of single guy running around, trying to setup towers, but in the current state, the game is too monotonous. In every stage, you have same amount of money, to build one powerful tower, and against random enemies. The only choice is to where to put the first tower. My recommendations: * upgrades. Improve little guy, improve towers, change economics (e.g. starting money, money from kills, tower costs). * Varied enemy setup: Make stages unique and difficult, so each stage is a new challenge. * Tower/emeny variation: Have some towers only target (or be only effective against) some enemies, consider enemies having special abilities. * Balance: Towers are either too expensive, have min damage. The allies are useless. Most tower locations are useless becuae of tower ranges. *Improve on the uniqueness: the little guy. Maybe put more tasks on him, like upgrading and repairing towers, or responding to some emergency somewhere else (along with upgrades to make him more effective).
Nice game, but inconsistency does kill it.
1- Very inconsistent in city selection. Both difficulty and randomness is questionable. I've got certain cities 10 times in 15 games.
2- Very inconsistent between levels. I get a total of 20 KM difference in first 3 cities (lucky streak), bringing me way over the target, but still the next level I have to get 750 in that level, regardless of how good I did in the previous. This makes the "level" concept of this game completely useless. Either fix make it so that the extra score carries over, or, just get rid of levels, and ask a series of, say, 50 cities and keep a total score.