This is a very interesting early beta. I like idle games. I love roguelikes... and have since 1991, when roguelike actually meant roguelike. Unfortunately this game as it stands just isn't really all that much fun.
Idle games, at their best, are not completely idle. This game basically seems to be a botted Rogue clone, with unlockable options that very, very slowly allow the "player" to customize the bot. The manual inventory management doesn't seem to do anything - I've not found any items that make a difference when they are used. The equipment seems to optimize itself. And there's nothing else for the player to do.
Want to like this, but it's just not baked yet. I'll look back in after a few months.
Meh. If I want target clicking, I'll play CSGO. If I want puzzles, everything is better than this. Bad combination, executed badly. But hey, attractive design. 2/5
There really needs to be another source of growth - whether that's another way to get idols besides the per-500-levels or a seperate dimension of growth, I don't really care. I'm reaching the end of my third world and I can see already that there's not going to be any proportional acceleration of growth. Maybe the curve is flatter at the beginning, but as high-maintenance as this game is I'm probably going to shut it down and not come back.
Take a lesson from Clicker Heroes and don't put the reset power at the very end of the hero tree. It's ridiculously not-fun to wait for the last fifty (crusader) levels, at the same time you're making zero progress in the game on the first pass. Once a player is a few resets in, this is probably all right, but for now it looks like I have two days of idling to do before anything interesting happens.
Not sure I'm seeing price increases, but the differential between the listed earning rates and the actual cash increase is even more obvious than before. Before this update, cash was about 3x slower than stated rate, now it looks closer to 5x, though I haven't gotten out the stopwatch yet. Not cool. And the fonts suck too. Contrasting-outline fonts are neat when you have large fonts, but on small/narrow lettering where there simply isn't enough pixels to render it it goes very badly.
The inlets/outlets have resolved a lot of the "how does the heat flow" sorts of questions, but since they have no upgrades the planning and layout design turns into very simple tesselation once fans get enough upgrades. May I suggest: 1) Some sort of upgrade scheme for the inlets/outlets. 2) Changing the numbers to not match up so neatly between parts. 3) Reducing the overall reactor grid size, meaning less elbow room and thus more thinking needed. (Actually you could have a really good game where you start with maybe a 4x5 grid and expanding it was another upgrade.) ...but first, for everyone's sanity, do a good pass on the in-game documentation. Things are more self-evident than a few days ago, but the heat exchanger notes are completely wrong.
Wait, that's it? You grind and grind to get the firepower to beat 4-5, and that's just the end? No bonus levels for getting badges? No extra weapons or characters or bonus upgrades or anything? We're seriously meant to go back and rescum all the levels just to complete the badge collection? This isn't a game, it's a graphics beta.
Somehow this manages to be both pretty and utterly unappealing at the same time. The 2006-era TD gameplay doesn't help. Annoyed by needing to type in a name. The music makes my teeth hurt. The cute critter towers scare me. Upgrading the towers barely seems to increase damage, and the supposedly special "wild" powers don't activate enough to make up the difference. No rollover tooltips makes everything harder. Some loading screen tips are actually incorrect. There is a lot of very subtle planning and design work that goes into an appealing tower defense game. Go back, do your homework, and try again. 2/5
Very cute, and the bouncing is even cuter. Still, this is about the level of a good proof-of-concept demo, and is very, very thin. More types of bunnies, more levels, and above all more depth in the defense strategy is needed. It's nice to see a game without upgrades for a change, however with no selling, no moving, strongly restricted placement boxes, and especially the aggressive price increases, there really aren't meaningful *strategic* choices to be made. One could argue that most tower defense games reduce to puzzle games, but this one does so within the first five minutes of play.
Scoring this as a concept/programming demo I'd give it a 5, but in terms of real content delivered it's in the 3 range. Still, I'd love to see a follow-on with much, much more content.
So... I have to "unlock" all my towers every level? Every single level, I have to build five mounted guns before I can deploy AA? Every level I have to kill thirty enemies before I can put down a cannon? That's just incredibly dull and repetitive. "Upgrade tasks" are even worse. You could do this in a game with much longer scenarios, perhaps, but I have no interest in plowing through short levels like this. (Air) Units fighting back is not original, but innovative at least. A shame that it's implemented so poorly. The combination of map modification and terrain-destroying enemies is clever, but the map grids are so granular (14x14) that there isn't room to do anything really interesting with them. And it doesn't help that you have to go through the crappy task/upgrade/grinderific process to get the walls unlocked to use. I'm giving this 3/5 for trying to do lots of interesting things, but honestly it's just 2/5 in terms of real fun.