A few suggestions: separate the UI more thoroughly. I can see stages on dungeon and trip modes. There's little relevance for them there, apart from being able to level up the stages. Even then, as the stages level up, they get bigger in the UI, which adds unnecessary scrolling.
I also feel the need for a better way to tell which stage i'm selecting. Is it already in the board? I can't tell it at a glance, and if we could have some hilighting, that would improve the experience as well. I'll post some other suggestions here as this game doesn't have a forum yet, but there's definetely room for improvement
Why am I getting low stamina and losing against a player with all stats (including stamina) lower than mine? All the time I win the first 2 sets, then start losing because my stamina tanked, but my opponent has lower stamina so he should be missing just as much as I am
Great game, loved it. Got it in 5 days in the first try. Then I saw comments saying it was possible in 0 deaths, so I had to try for sure. Second game I died after just 3 upgrades, third game I got it.
Such a simple game yet a lot of strategy involved. There's certainly room for a few (or many) more features in a sequel
I'm getting so much positive feedback that I might as well make a sequel in the future! It may take some time though, because I'm already working on my next game... xD Thank you for commenting!
A few problems:
It's hard to tell by the size how many shots are needed for killing a virus
Can't click properly on the right side of the screen
Bonuses falling are a bad idea because if they get far from the viruses, you effectively can't shoot that area without wasting the bonus until it falls
I just upgraded the Masters House to lvl 7 and the 7th spell is outside of the window. I can just click to use it, but I can't read what it does. There's no way to scroll the window up
A nice QoL improvement: Remove the hints that you've already solved for. Specially in large boards, it becomes too much information. Seeing only the relevant ones will help solving by narrowing down which informations we need to use to.
I feel like level 37 doesn't have enough clues. Or if it does, you have to work with way too many clues at once to get an answer. Can someone give a step by step unique solution to this? Even by guessing a few squares, i'm still stuck
adding to my previous comment: if the workshop upgrades make ingame prices to not scale, as i suggested, they should scale on the workshop itself. That would make room for different strategies, requiring players to think before spending their blue blocks in the most efficient way, instead of focusing only one upgrade in the workshop so you don't have to buy it ingame at all
Workshop upgrades should keep ingame upgrades the same price. Theres not much advantage in investing in the workshop if you'll only save like 50 blocks in your game (considering the most expensive upgrades i have unlocked, don't know if there's anything that costs more than that). The only reason i can see to benefit from the workshop is focusing everything in a fast scaling upgrade (like multishot targets) because then you wouldn't need to buy it ever). That makes the workshop almostuseless for pllayers with one or two blue blocks, and extremely op with lots of blocks
@rubbernubbers when you excavate, automatically the gems spent add up to the number you'll get to when you reset. So if you are to reset and earn 1Qi gems, and then spend 1Qi gems on a single excavation, you'll get 2Qi gems on your reset without earning a single extra coin
Priority on buildings should be a nice addition. Making traps the lowest priority to be able to build those mansions right away instead of having to wait the whole line of traps to be built would be the best thing right now. Also, a way to build multiple buildings of the same type at once would be nice
my game bugged. Whenever a creep took my cube away, instead of losing that cube, it froze on the exit, and when my towers killed it, I retrieved the cube. I can win all levels with only one tower, with no upgrades. Please fix this so i can keep playing properly
We should be able to destroy things when our visitors are inside them. They just need a path to put them after destroying the building. I made a crappy placement of paths and buildings and needed to re-do my resort, but i couldn't because there was always someone checking in.
I'm getting so much positive feedback that I might as well make a sequel in the future! It may take some time though, because I'm already working on my next game... xD Thank you for commenting!