Changing parameters makes it difficult to decide what the "best of all generations" is, but there should be 1 bike in each wave that is the SAME as the winner from the previous wave. This would bring much more consistency, without increasing complexity.
Its well implemented and clever, but having to repeat an extra levels when you die (to make the game longer?) adds frustration rather than entertainment. That's not the impression you want players to leave with at the end of your game.
Walk speed should be doubled, if not the removal of the entire concept of the mazes. There are no random battles, and the chest pickups are sparse at best, so I feel that the game is actually hindered more by the walking interface than it benefits from it. Everyone just wants to battle, not walk to the battle.
Amazing game, happy to support it. However the UI could benefit greatly from simple improvements:
1. A skillbar (at the bottom or side) to display more skills and cooldowns would greatly decrease the tedium of clicking and pausing to see if a skill has finished its cooldown.
2. Since hotkeys for turrets are essentially worthless after the first 2 minutes of the first level (how often do you build more than 2 units per level?) they should instead be linked to skill slots on the skillbar
3. Scrolling around the map is annoying and causes the game to lag when there are many units on the field. Though this may be difficult for the engine, a zoomed out full field view would resolve this.
Love the ability to reset upgrades, but having to click through the dialogue each time instead of a simple level reset (which has its own button already) is completely unnecessary.
Auto Save was apparently just added, which makes the lack of perk pick confirmation even worse. Now we can't even reload after we (don't get the chance to) pick the wrong perk. We're stuck with whatever is at waist level!
Those aren't achievements, those are completing levels in order. Its not as if you even have a choice what order; by far the most pathetic attempt at an achievement system yet. Unless there is extra content unlocked through achievements, the only difference they make is showing a lack of creativity. 1/5
The game play and artistic style is great, but needs a little more variety in most aspects. Also, achievements (Kongregate, you especially) are becoming gimmicky as a cheap way of extending playtime, especially when they don't give rewards for their achievement.
These levels have a lot of replayability in them. You may find faster ways to solve them as you die and repeat. That's why you go back at these levels