Enjoyable basic fishing game. I'm liking the powerups for number x of a certain type of fish too. As the game is right now it's good for burning a bit of time up, but I read in the other comments that you have more stuff planned for this game. Nice. One thing you could do is set it up so that the powerups increase again after the final powerup for that fish type has been reached. So for the Minnow, when you get to 125 caught, the first powerup for that fish goes x 2 and so on. Also other types of fish would be good too.
Thanks for the feedback and that's correct, I wanted to make sure the core gameplay had legs before I started piling on more features and time into it. I like your idea because it scales really well. I wanted 10 collection levels per fish, but to think of something unique for each one would be a nightmare, much less implementing it :)
Most OP/Useful towers. Boomerang monkey @ Glaive Lord level. Get a bunch of them on either side of a path and pretty much everything is toast. Monkey Sub, upgrade to 'long range' so they can fire into the range of any other tower. Ninja, for those pesky camo bloons.
I'm having a problem where, after the Bitgem logo appears, the screen goes black and you can hear the music, but nothing happens. However, if you re-load the web site the game mysteriously starts to work again. Odd.
@All if your progress seems to have been deleted, reload the page, there is a very good chance that your progress will be loaded or at least that is what happens for me.
@Yourgrace, you need to 'buy' the locked upgrades with SAS dollars, which you get by winning levels. Grinding levels is kinda fun in this game, you can try new things to find out if you can 'do it better' than the last time. You can also buy them by spending 'Kreds'.
Update to previous tip post. The SAS MG's, make a block of 20 (4x5 or 5x4) near the exit. Upgrade from the back as mentioned. Don't bother with stimpacks. DO NOT upgrade the front guys until the back guys have been done, the front guys are a 'wall' for the guys in back and will respawn slower if they are upgraded. By the time you hit lvl 40 on normal, you *should* have at least 10 SAS with 50 cal Brownings if not more. Don't bother going above the Brownings, even if you have Grendals. Once you get to freeplay, continue to upgrade your guys until they all have Brownings. On 'Mean Streets' I got to lvl 68 before being getting eaten and had enough extra cash to put Grendals on at least 5 guys when I did. This tactic works on every level that has a single exit, not sure about 'Touchdown' or the Supermarket level.
Simple tip to clear the 'normal' stages of pretty much all levels. Only use your basic SAS guys. Every time you have enough to buy one, get one and place it. Keep doing this until they are in a row at least 4 deep. From that point, upgrade the back row until they are as high as they can go, then move to the next row. The other way is to drop a Vickers and right behind it an SAS MG. Add a second SAS MG as soon as you can and keep buying Vickers until you have the way out blocked with them. The Zombies will break them easily, but being basic units they comeback really fast and start shooting from the back. ;)
Some tips. Get the shield and upgrade the Mini Gun until the Pulse Gun becomes available.
By this time the second car slot should be open.
Buy the Big Truck and get a seond shield and upgrade the
Plasma Gun until the Laser Cannon becomes available.
Keep grinding away until the third car slot opens up.
Buy another car and get either another shield (infinite shields anyone?) or the Rocket Barrage to make the endgame a little quicker.
Keep the Mini Gun for the excellent damage it has at full power.
Continue to upgrade items as they become available.
Pulse seems weak, but it hits AND KEEPS GOING, doing damage to everything along the way. Good for when the Tanker Trucks are shielding other attackers.
Biggest single threat are the Drones, especially when there are a lot of them. The rockets they fire hurt a lot.
For the End Game... fire at the gun and kill the Drones until the Boss is dead.
Vehicle sequence is; car (pulse gun), car (mini gun), truck (laser cannon).
Good game, but..... it's not really an 'idle' game until you manage to upgrade the 'bounce' area for the balls to the point you can actually walk away from it for more than 5 minutes.
Yes, it requires a lot more active gameplays at first, but you can eventually make it idle. We've also just added idle mode in the last update, which makes idling a lot more useful since it increases energy gain multiplier each second you're idle.
How fast do you need to go to 'Break the Moon'? My exit speed from the atmosphere was 100+ (Sub Speakers were @ +8 and active), with Shuttle at Max +10 and 2 x Fin +10, with various other items active.... no joy :(
Ok, I'm having issues with control and wind. Since the update, wind seems to effect the ship far more than it used to, plus control is a bit dodgy for me. Maybe it's due to FireFox, but it is *really* annoying.
Thanks for the feedback and that's correct, I wanted to make sure the core gameplay had legs before I started piling on more features and time into it. I like your idea because it scales really well. I wanted 10 collection levels per fish, but to think of something unique for each one would be a nightmare, much less implementing it :)