Fun, but very unbalanced. Some examples:
- You can nullify literally 99% of the damage of every elemental pretty early on, but for whites it's more expensive to do the same thing... and universals are multitudes more expensive even than whites for damage resistance. Essentially, only the universals matter when they attack.
- It's almost always better to invest in RNG than raw stats. I end up relying on PROCs like critical hits to win rounds, rather than dumping all my money into pure damage or health, both of which become too expensive for too little gain.
- The blueprint point costs in the workshop don't take the cost of the upgrades into account. Stuff like multishot targets, bounce amount, and gem chance become super obvious choices as a result.
- What the hell is the point of the flat damage/defense upgrades? They cost a crapton despite becoming irrelevant very fast.
I think the greenish eggs that power up tubes should be a bit bigger. It feels frustrating to just barely miss them, and it could advocate the use of spam clicking to get it easier.
@finalmaster24 - There is. Around big numbers like 100, 500, 1000, etc. the multipliers are huge, usually enough to make it the highest income tube for a while.
I'm confused about one thing; the maximum abilities I can queue to tubes is 1, but i'm not sure how to increase it any more. Other than that, great update. The new icons are a nice touch as well.
Fantastic concept, and I really wish for a sequel, but it has it's problems. Headshots should do more damage, only 1 cheat can be entered at a time, and winning is usually down to luck rather than skill.
Loving the game so far, been addicted for multiple days. I wish there were more achievements though, so you earn more red gems. Also, bubbles seem to be very inconsistent. Sometimes it's more than enough to hit my energy capacity, and other times it is quite literally nothing, less than the energy I make per second.
The biggest strength the game has over other tower defense games is that you can make a maze for the enemies to go through, to funnel them all into one spot. It's a great gimmick and makes things a lot more interesting.
Fantastic game, but can be a bit buggy at times. I seen a thumb go through a barrier once, and I got killed by a bullet through a barrier too. Enemies are also a bit too tanky, it feels like even the starter ones take ages to kill.
It would be nice if you could disable the autosave sound. If you turn off the SFX it also turns off the treasure chest appearing sound, which is very annoying.
Didn't like it much. The RNG elements are almost always not in your favour, there is no incentive to start a wave early (in most games you get extra currency for it), some towers are unbalanced/feel weak (most notably the one that shoots bullets in all directions in my experience; doesn't even hit 3/4 of the enemies), and to top it all off there should be a way to destroy enemies that's used only as a last resort; take the spikes/explosions in btd5 for example.
I think you should be able to shoot the corner blocks with single shots. It's pretty much down to RNG whether you survive the first few waves or not just because you have no reliable way to hit them.
One of the best flash games i've ever played. Sank at least a couple hours into it. However, it's definitely not very challenging; even on the survivor difficulty. I found myself hoarding medical items, food and ammo. The game also throws plenty of skill magazines towards you near the end. Companions could be improved as well, too; there's the revive glitch, and the companion has infinite ammo no matter the weapon.
This is the last ability unlocked (to increase queue size), so you just don't see it yet.