I actually liked the lack of song select. At first I liked the color change mechanic, but then it became a groove breaker. What if it was a hold, and gave bonus points instead of being that jarring miss? Thank you for not using a health system!
I suppose I just don't understand what evaluation function I'm trying to game. Am I supposed to have lots of guys out? Am I supposed to take the shortest path to the exit? Simply put: I don't know what I'm supposed to do.
My second time playing through the game I picked up three speed upgrades, and _every_ upgrade after that was armor. The game's pretty funny when you can just plow through bullets. With that much armor, getting over 7k at the end was trivial. Good times!
Interesting concept!
I like having to pick where the turrets shoot, and getting a heat-map.
The tutorial is largely unnecessary, since current in-game prompts mostly explain what to do. The tutorial could instead just be a sandbox level (fixed spawns, no score) so that the first attempt does not feel wasted.
The map I played had two bases in a easy to defend corner, so I just abandoned the lone base. It felt awkward to not care and just creep across the asteroid without fear of failure.
The unlimited number of creeps is insane, especially looking at the boats and browns.
It felt weird to be able to just stomp on creeps when building walls, but I understand why it's needed.
I hope this bulleted list works, because it's my first time trying out textile
- Fun concept! I enjoyed walking.
- Breaking legs is never fun, especially when learning to climb.
- Mr. Compass needs to back off on the caffeine.
- Spider level is too long.
- I'm looking forward to seeing more of this!
- I like running away from the antibodies. I wish I could destroy the launchers by using a toxic cloud.
- At first I thought that antibodies did the damage, and that white blood cells only did slowdown, but a second look shows antibodies not doing damage. What are antibodies supposed to do?
- Running away from the white blood cells is fun, but I wish they had a different effect upon contact. Maybe a slow down that's not shakeable, longer duration, weaker, stackable, and not damaging?
- The custom tail color is pretty neat, although it appears that the left-most segment is not used.
- Having all obstacles do damage over time seems awkward. Could mines in particular only do up to a set amount of damage before being removed?
- I'm hoping to see another version! :)
- Agility is an absolute must, since the game becomes much easier after a few upgrades.
- The upgrade system seems unnecessary and detrimental to the initial experience. After acquiring adequate agility and speed, it's just fun to drive around and ignore getting any more upgrades.
- The toxic cloud is fun. It feels effective, and I like the long recharge delay.
- Stunners feel weird to me. They don't seem reliable, and wind up just being used to shake attached white blood cells.
- Using a speed burst is fun when dealing with blood flow and radiotherapy. I'd like it more if it was an explicit teleport.