Amusingly, it may actually be easier to go for the 1000m climb if you never buy the Collect upgrades. Without the gems diving at you, the only things moving toward you are aimed bullets--making them stand out more. Turning off the gems--and thus diminishing the amount of visual noise overall--would likewise make things easier. The lightly randomized parallax backgrounds are a nice touch. Being able to mess with the random generation would be awesome (for example, allowing the player to set a ratio for horizontal tunnel sections or platform floors or tall vertical ascents), as would more preconstructed level parts or smaller ones (so the repetition is harder to notice).
It's especially funny when you get your janitors' pathing bugged, so they keep cycling between 3 floors--but they're happy playing on the elevators! Then your day stuff comes in and is frustrated that the janitors don't do their work.
It might be wise to allow players to turn the hints back on after dismissing them. I was able to work out what each ability did on my own, but I may have missed some subtleties about how, for example, sight works.
I think the random seed needs to be a bit less random to reduce completely dry stretches full of civilians in Dead On Time. Few things more infuriating than getting screwed over by the RNG when you're playing a skill-based game like this.
Two strategies that serve quite well, if they aren't necessarily intuitive: 1. The caterpillar. Especially useful if you've got a bridge to destroy. Destroy your old depots as you go and reclaim them, and you only have one point you need to defend--which two upgraded max accuracy sniper towers can do handily, even against a full pressure wave. Then just roll across the map, pulling your supplies with you as you go. Slow, but effective, and maximizes efficiency for your towers. 2. At the point you need to defend? Now you need a grabber arm, especially to grab all of those green buildings you passed by. Just build depots with zero supply and pull the resources back in. When zombies attack, abandon everything outside of your towers' defensive range. Then workshop the abandoned stuff, rinse, repeat.
I see you implemented the 'bot plays like a whiny kid' mode. I whittled the guy down to all 1s for resources, and he just takes forever on his turn--as if throwing the game so that you can't win. Of course, this is on the Easy final castle as the Hard race.... Arrgh.
A few things work together in odd ways in this game. For example, the dog-mounted gatling is cheaper than a regular minigun and will keep firing when you have the chainsaw (not to mention that when you buy it you can keep firing your previous gun--it's only additional dakka rather than replacement dakka). With the dog minigun, you can pop open cars while you're using the chainsaw at a decent pace. This lets you--if you're reasonably quick-footed and don't have absolutely terrible drop luck--perpetually have the chainsaw powerup. This means you are immortal. Might want to balance that out a bit.
It seems like the aiming mechanic, while interesting and fun, kind of goes out the window in favor of old-school bullet hell dodging in the later levels for what affects survivability more. The duels were opportunities to bring it back, but the practically teleporting duel opponents made it so that the aiming still didn't matter. If they strafed as they shot, rather than jumping around the arena like machine-gun-wielding monkeys, aiming would be necessary and would mean that your core control difference (and pretty much your core mechanic) still matters at the end.
Only card I still need at this point is the top left card. Anybody mind telling me what it is?
Cheeseburger: Warcraft: Orcs and Humans had a 94 release. Warcraft 2 hit in 96. Starcraft hit in 98. Whether or not TD games were first made in Starcraft's map ed or WC2's map ed, I dunno, but Warcraft's got a good 4 years on it.
The keyboard-screen reversal of WASD and arrows (WASD controlling something on the right and arrows controlling something on the left) throws me off. I'm guessing that was intentional in the keymapping. A well put together game.
Okay, the biggest crime this game commits is not providing a download for that amazing end credits song. That said, there were a few design end odd bits. Level 5 had a (very) rough start (same with 9, actually), but once past that, basically everything finished easily.
I get null reference errors whenever the rollover sounds in the main menu get called.
This is not good.
Telling Flash to ignore all such errors and trying to play anyway loads just the UI, and no vector-y course. Score rests firmly at zero.
Dimensional Shambler doesn't apply its ability when your opponent makes it Betray you, or vice versa. Probably true of the other summons, like Byakhee.
When Megalomania wears off, it sets your (or your opponent's) taint to zero, rather than what it was before Megalomania started, OR leaving it the same (which would also make sense).