So I had 7 Sun God monkeys, 2 robo monkeys, 3 fully upgraded spike factories, and a bunch of the less expensive towers, and yet, level 91 utterly destroyed me. My monkeys will be walking around bow-legged for a while...
Awesome. Controls were a bit weird at times, but eh, doesn't stop me from playing. I felt very in control, and the final stage I found easier than some of the earlier ones.. I don't know why.
P.S.-Dubstep goes great as background music.
Excellent start. Definitely room to expand on the concept. I love the theme you went with as well! The only part I didn't like was not being notified when a CPU, GPU or RAM was taken. I also didn't like how when it was" tied" on a piece, it would flash between the owners, removing any connections you made. These two things led to a few mishaps that could've otherwise been avoided.
Perhaps to fix the "tying", make the threshold for actually conquering a piece a higher rate than the rate the piece can attack at. That way, if an AI (or player) wanted to conquer a piece, they actually have to beat it, instead of just match it.
Very helpful feedback. Not cutting all connections after conquering a node leads to several problems, this is why i decided to do it. I will experiment with it in next versions. I agree that conquering a node is too easy sometimes and thats why it changes back and forth. The user feedback when loosing nodes is not enough, but thats caused due to fast owner changes. Anyway you brought up really good points. Thx!!
17-a is frikken hard, since it uses a mechanic that I have barely used since the first three levels. I could understand if I had use the flipping sword attack all the way through to get different things, but for it to be thrust upon us like this is a bit ridiculous...
Okay... aliens> me.... 2-2 once all the colonies are gone they release those infector things. how do you stop that? it seems like they infect everything in one hit...
Aww... the cops are helping me finish the level. That's helpful. XD
Also Missles, entirely worth it. Constant fire=BOOM, + blow up a cop car off screen, suddenly $20,000.
WOO! 7 MINUTES! YEA! alright here's the deal! buy the second valve, buy a saw blade put it as low as you can, then put a launcher a little to one side of it. Put another saw blade on the other side of the launcher, and repeat. Buy 4 turrets, and 6 sentinels. spread evenly, then open the valves as much as you can, and then start buying proxy mines and just focus on the valves. it doesn't have to be done in that order but it works. In unlimited, launchers across the floor (turtles never land) enough saw blades to make "compartments" (you'll see what I mean) and then open the valves. and then sentinels on both walls, then the valves some more.
While I typed this, i went from 36,000, to 830,000 and counting.
Woo! just shaved 9 minutes off my time. Went from 36 and change (4 machine guns, the rest collecting coins) to 27:17.63 (2 machine guns 2 ultra hammers, 2 coin collectors). The trick is to keep the coins either to one side or straight up and down. Otherwise your workers have to "lap" the screen, which slows down coin collection. I went from roughly $2000 after fully upgrading my 6th guy, to $1,000,504 in about 5 minutes. It was producing so many coins, it auto paused just to catch up.
So here is a new one... In winnipeg, canada. click through the objective and place infection really fast, kill 25 people out of 301, no people spawn, all zombies dead, and the screen won't switch to the boobs- I mean news reporter.
Very helpful feedback. Not cutting all connections after conquering a node leads to several problems, this is why i decided to do it. I will experiment with it in next versions. I agree that conquering a node is too easy sometimes and thats why it changes back and forth. The user feedback when loosing nodes is not enough, but thats caused due to fast owner changes. Anyway you brought up really good points. Thx!!