3/5 There was a lot more content in the first two. Also, for those who aren't good at these type of puzzle games, a 'skip level' button would have been handy.
Controls are completely buggy for me. If I want to go right, I shouldn't have to press left first. Sometimes it just won't go in a particular direction no matter *WHAT* I do. Disappointing.
If the new wave started out at the edge of the field with a speed of 0, then accelerated to full speed over a half a second or so, then getting killed by an orb that spawned .0001 seconds ago wouldn't happen and a lot of frustration would be relieved.
I'm not sure what model you are using for aiming, but it makes it unrealistically hard to hit anything while moving. Beyond that, an interface with context-sensitive help and an in-depth tutorial to explain how everything works would really aid what could be a great game unlock its potential. (It could have *great* multiplayer game play, as well.)
I increased my vote to a two only because of the good graphics. Using only a random number generator to decide the civilians' wanderings totally ruined what could have been a pretty good game.
Good game, but increasing range of towers doesn't increase their range of effectiveness, and the damage tower doesn't seem to actually /do/ anything. Also, too easy to upgrade faster than the enemies can get harder.
3) There should be a powerup that slows the erosion, one that makes it fall less, and one that slows the fluctuation.
4) Pressing should be the only way to bring on your troops, and they should each cost half as much as you earn for the lowest level enemies on a level, and be half as tough. That way, you don't need to call them (and lose kill money) until you need them.
Eh. It's alright.
1) Once you have let go of the mouse button, you shouldn't have to click twice to power up again.
2) Power should start fluctuating between full and half way, and both limits should slowly erode as you let it cycle.
Urgh. *Very* disappointing. I completely agree with maniac57, and add that the turrets should be facing the enemy before they come in /firing/ range, and the air waves should be left to right, so you actually have a chance to take them down without spreading your firepower all across the board just to hit them.
I /would/ have given it a 5, but, by level 10 it was lagging so much that it was completely unplayable. I suspect it is because you are drawing all actors on the whole level, rather than just the ones on the screen. If you were to correct that (and add more types of monsters, some visual/audio difference when weapons are upgraded, etc.), it would ROCK.