The top comments right now all have strong points. To help optimize the flow, please consider adding thresholds for coins: when I am making over $100k dps, I do not need to see anything smaller than $500 coins or so. Also, it seems the largest coin is $500, thus many objects spawn many coins, please add larger value coins such that objects should not spawn more than 2-3 coins.
Enemies randomly changing speed immediately before impact is very annoying. The sluggish character response coupled with inaccurate hitboxes and no ground target reticule make this game a chore to control. Best upgrade is the magnet, something the player has no control over. Need a combo for a quest? Better not get a beserker, rocket, comet, or explosion as they all reset the combo counter. The bonuses feel fun, but they are counterproductive in many regards.
You are meant to score killing combos, but those make you go faster and thus can not avoid environmental damage. You are meant to pickup drops from killing baddies, but the death animation covers up the drop decal. You are meant to jump from transport to transport but more often than not, no option to do so presents itself before you die. Also, how is it that I have bought all the upgrades but am not half way through the quests or the zones?
Having a gun equipped and walking over drops should just automatically increase your ammo. Also, please add a gun preference system, maybe? or an undo all in the upgrade menu! Also, what am I supposed to do with all these extra gems??? Would like to spend them on speed upgrade, resilience, fire rate, weapon range...
Thanks for the input, these are nice ideas! I couldn't add more upgrades because of the workload was increasing too much for this project (drawing different versions of the same thing for different angles was the main reason for this), but I will definitely consider those for a possible sequel or a similar game!
i enjoy the strategy involved in picking your shots. but i would like to see this extended into a prioritization system for boosts, so i can tell them which boosts to keep active and to get the 20g over the 5g tokens.
Fun little game. Could we use multiple unit types during a battle, like the enemy? Add in a few more classes, the upgrades are lacking (leftover money), possibly a campaign, and of course achievements! Nice work.
Please separate music and sound effect mute controls. Zoom out should be default as with move all, not half. Freeze is really the only necessary consumable, but it is necessary. Freeze early, keep frozen.
Hot keys would be nice. The balance at end game is far too easy. The pace of upgrades is comfortable and grinding can be done without too much discomfort. More levels, more difficult enemies, different types of enemies could all be good update ideas. I enjoyed the graphics and really liked being able to grab and drop units.
Changing scuba divers into chickens forces them to fly over water in lieu of swimming. So why don't towers shoot at the flying chickens? Also, please add a mouseover targetting reticle for scrolls.
Way too much lag when groups of enemies spawn. Makes some levels completely unplayable. Fix this to get a rating.
Some subtle gameplay things that help: shoot the coins before you collect them, shoot the box obstacles instead of jumping over them, after objectives chain together your coin shots to increase multiplier.
There is a magnetic powerup but even when active, not all bananas are collected, some are still missed. Please add the collection tool as an upgrade and make temp power up collect all bonuses.
The last level is not impossible, just keep farming until a handful more of the damage amplifiers become available. A system to prioritize weapon targets and drone targets would be greatly helpful. And what do those gear things do?
I throughly enjoy this game. The combat feels very detached though, and as pointed out, it seems that a slew of tiny ships can easily defeat a large ship. Please update with ability to scroll wheel rather than forced to use scroll bar. The game window itself would also benefit from being larger.
Thanks for the input, these are nice ideas! I couldn't add more upgrades because of the workload was increasing too much for this project (drawing different versions of the same thing for different angles was the main reason for this), but I will definitely consider those for a possible sequel or a similar game!