- Sooner or later humans can not be instantly killable but you don't want to turn this into a simple numbers game or it'll be a simple tower defense:
*have them carry armor or multiple souls that the hand picks up and has to destroy first individually
*make some of the humans fire at the hand and stun it or deflect it
*make some of the humans immune to certain traps, e.g jump over bear trap
- If you want an idle component it means you'll probably need a prestige system. Make the humans become stronger until you can't hold them off any longer, then reward with stronger traps or simple upgrades like multipliers or a larger scrollable battlefield
Really liked a lot. Since this is a prototype and you say you'll consider going all out with it let me add my 3742 cents:
- If you want to expand on the thing you'll need more "maps" or make this one screen scrollable
- Make it so that you can customize the "loadout" and add several traps. The more interactions between those traps the better
*slow down the recharge rates of traps drastically
*player has to combine traps and unlock better ones over time
*example for interaction, "oil pit" if a human steps into that and walks over an inactive bear trap right after, the bear trap recharges by 33% of the current cooldown. however, if they stepped into an oil pit they become immune to the water pit for the next 5 traps. Stuff like that, go nuts with it!
- Research: Instead of gaining souls humans that are killed for research advance the unlocking of different items.
2 Ideas: Move the dps screen slightly up and make it show the change if you hover over an upgrade and always show the "begin" button for the lowest quest in the main screen. (The entire questing system is still extremely meh, maybe give a choice as a reward? Weapon/skill/souls increases, always two options player picks one)
Aww stop, you guys are awesome! (: