To beat the game easily, create an $1000 weapon with 40 shot power, 20 energy consumption, 2.6 fire rate, 0 area and 24 homing. Buy 3 of them (and add more later if you have faster energy recharge rate). This weapon aim for you so you could just fire repeatedly and focus on escaping enemy fire, it even eliminates enemies that are currently not on your screen.
very promising, this could be as good as DTD. Here are some easy-to-implement suggestions,
1) make it easy to build many buildings of the same type, e.g. if we hold shift+click to build, the building is still selected.
2) add speed by X times
3) make the tech tree available in game (one way is to simply show all buildings, but gray out those that can not be build yet, and allow player to mouse over to see the requirement and what it enables)
4) show hp
If these are added, it would already be much better.
Btw, spiral does not have enough space to build 4x4 buildings.
We should be able to either sell units, or view the upcoming waves. Lack of selling force players to think ahead, but it's impossible to think ahead without knowing what's coming. Because of absorb, this game becomes mostly trial and errors. And it's unreasonably frustrating.
There should be a way to view the monsters in the later round. Since we can't not sell, planning ahead become crucial. But it's impossible to plan ahead without knowing what's coming. This is especially frustrating when the last round in a 40 round game has a energy absorb, and my field is filled with energy mage.