It's certainly an interesting idea. One suggestion, indicate where the path begins. There is one point of frustration, and that's the inconsistent animation speed. It seems very jittery and it strains my eyes trying to watch it.
I've notice a bit of an oddity. If you unload some cargo into a hanger, and later want to get it back into the ship, you can't just load a partial amount, you have to have enough cargo space on the ship to load the entire amount you have stored in the hanger. Also, having cargo in the hanger of a specific station does not count for the fulfillment of jobs. In my specific example, I need to turn in a specific number of a certain type of ore, I have more than enough ore stored in the hanger of the station that wants it, but they won't take it. And I now have more of that ore than I can fit into the cargo of my ship, so I can't take it out of the hanger.
i will be adding QTY transfers to and from hangar. i will be adding hangars use for JOBS and LAB as well. :)
EDIT: i got this fixed in build 55b, you now have a slider bar for SHIP to HANGAR and HANGAR to SHIP. I also found and fixed the dissapearing cargo bug when loading from SHIP to HANGAR, the cargo is NOT missing, just placed in the first station you loaded that cargo type into, you may want to go get the cargo.
One nitpick in this game, characters start out being so large so as to block the view of surrounding hexes, which can make it difficult to see if a blocked hex can be affected by an ability. Please consider shrinking the characters a bit.
One suggestion for now. Don't make quest givers wander. It's annoying to have to chase them down, open the quest, and have the person walk away from you while you are reading the quest, which makes the window close, which makes you have to chase them down again and restart the process.
It is an interesting concept, but needs some revision. The tutorial needs to run through what each particular class/tower brings to the table, and especially explaining how to tell their range of effect. Took me a little bit to realize archers can only shoot forward and backward, not to the sides. (which really doesn't make a lot of sense to me) Mana consumption is a good idea, but right now it seems like it's too high. Perhaps you could consider a secondary currency. Perhaps units would cost coins that you start with a pool of and gain over time, with the mana only used to maintain and upgrade the units.
I'm finding the truffle to be nearly impossible to catch. Main reason is that the character doesn't move very well. Is there a particular reason for having the truffle run away from the character once it's been found? Seems to me it just adds unnecessary difficulty.
Good implementation. A couple of additions I'd like to see. Dragging to create formations is a good feature, but as the game is currently, it's not that useful. I'd like to see troop advancement buttons, advance, hold, retreat, with hold as the default. This is so you can create a few starting units, drag them into a formation, then send them forward. When you are ready to add more units, hold again, create them, drag them, then advance.
It's more of a variant of the lane defense genre. (btw guys, don't just say it's not a tower defense game, vote the tag down) Once you get the concept, it is interesting. But it's lacking something to make it compelling. Limited shots is not helping. Instead of limited shots, upgrade a tower's rate of fire. Although I think I do understand the concept behind the limited shots, in that if the towers just stay there, eventually you can have the entire field full of towers leaving no challenge at all, and nothing for the player to do anymore. Instead, allow knights to do damage to towers as they pass.
First off, it's not an inverse tower defense game, it's a lane defense game. One suggestion, show how many of each unit you have, and not just how many more you can send.
Here is a suggestion on how to handle the AHOY bit. Make an option that either has things the way they are now, removing an already gotten letter for a longer boost, or accumulate the letters but give a shorter boost upon each completion.
A suggestion, if a tower can do a combine and a combine special, have it glow a different color, instead of green like when they just have a combine special.
It's a good start. Look at some other tower defense games to see what other features you would be able to add to improve. Suggestions that have already been mentioned by others are sending of waves early with bonus, between level upgrades, tower information, damage information (what damage is being done, how much more damage is needed).
Great concept. Needs better execution. Pretty much end up with a big flying rectangle of stuff. Maybe consider placement advantages. Placing engines along the bottom edge makes them more efficient, that sort of thing. Consider shrinking components so that ship and boss ships don't bump into eachother so badly. Although this would make the game more complex, consider giving hitpoints to the individual components. Once an individual component has lost all it's hitpoints, it no longer functions. Automatic resourceless repair upon returning to base, along with possible repair component for repairing on the go. Also, fuel and repair items should always be grabable regardless of cargo capacity.
Game design is top notch, especially with the focused/non-focused concepts. Game concept, on the other hand, just doesn't fit the game design. This would work better with ships than a person. At least slow the movement of the background, it's too fast to make sense. One more thing that I really liked that I want to point out, is the position of the boss being shown at the bottom of the screen. Never seen that done before, and it is an excellent idea.
Interesting concept. Make skill level xp increase exponentially, so that the higher you get it, the harder it is to get it higher. Need to have tastes change as time passes, with clues as to the current tastes.
It's a start. The music needs to be more intune with that's going on. Right now it's kinda atonal and more like a whack-a-mole. And if you are going to call it a tower defense game, there needs to be tower defense aspects to it, like placing towers.
Thanks for suggestion. Start and finish labels added. Also some changes with animation were made but I'm not sure you meant exactly this.