Okay, I think I know what's going on.
ZAPLEAF, you used a "long" number to hold the cost to increase an upgrade. Once the cost for an upgrade passes 2,147,483,647 (the maximum possible number a long can store), it loops back around to -2,147,483,647. I'd advise changing the number you are using to a long long, or an int64. See http://en.wikipedia.org/wiki/Integer_(computer_science) for details.
Me again. It's been about 3 minutes. I just clicked the damage upgrade button a couple hundred times and saw it go from -2,046,873,676 to 0. My current damage level is 1626 and the price to increase to 1627 is... 3,978,332.
Odd. Around the time I upgraded my damage to level 1300 the sign of it suddenly inverted. I'm now GAINING money for upgrading my damage level. The price to upgrade is -2,046,873,676 at level 1310.
When you get to the point where you have 6 legendary swords of the same damage, note that HP=25*LVL^2 and COIN=LVL^2+2. Using the first equation and knowledge that the "power up!" fruit doubles your static damage, the ideal level to grind on (while active) is going to be IDEALLVL=2*sqrt(YOURLOWESTSTATICDAMAGE/25), rounded down. Essentially, to maximize your gold gain find the level in which you always kill the creature in 2 hits worth of damage, or 1 hit with the fruit active. This way, you minimize overkill (i.e. damage that's not being converted into cash).
Over 130,000 plays in 4 days. Certainly, though, this game deserves it. "EVE, with a sprinkle of homeworld" is a valid description, though done in something as lightweight as Unity, and by a single individual no less! I'm surprised a larger studio hasn't absorbed you, momoguru.
Two design suggestions:
1) There is no way to access the options menu while inside a station. Add a button somewhere so people can turn the music/sound on/off and fullscreen from there.
2) Some players may wish to rebind keys and are unable to do so! Try decoupling the input from the key, and create a keymapping screen.
Honestly I use red-green and red-orange dual gems against the massive swarms. With splash mastery maxed, all gems with red portions hit +3 more creatures - including gems with only level 1 red additions. That means the worst red-green gem trap will receive -30% mana tap, but will be hitting 4 creatures, not 1, so you'll get 4*70%=280% as much mana. Same goes for those poison traps. And your traps won't get overwhelmed nearly as easily, requiring 4 times as many creatures (A simple green trap hits one creature at a time. A red-green hits 4 at a time) passing over the trap to let a single one get across unscathed. This is all, of course, in my personal experience. Try the strategy out yourself, and see if you're okay with being a little red.
jupiter32, had you scrolled back a page, you'll notice that we are all talking about DUAL GEM MASTERY as being the best. You won't get it until you've gotten up to level 16, but as you maximize the level you come to realize that the tradeoff is -30% specialization of the dual gem's powers (If one of it's two parts was orange, instead of 1 mana gain per hit it'll be .7 per hit) is totally worth up to +60% damage, firing speed, -and- range.
I did the same thing fishy, flying right from 85 thousand feet. Almost a billion dollars. --==> http://i914.photobucket.com/albums/ac341/DeShunOmeka/Hedgehog2.jpg
Man, I didn't believe it before, but dual-gem mastery really is insanely powerful once you get it up about half way. Sure, you lose 30% gem specialization effectiveness, but (at max) you gain what? 57% bonus to damage, range, AND firing speed! Totally worth it.
A great game premise, Orc. You use recurring modular complexity building well. The gameplay feels pretty polished. However, the less understanding players will give you a lower rating because the game currently lacks some flash game standardizations: namely functionality and (for the even less appreciative) graphics. Look at functionality the well-hit games implement for inspiration on functionality. A way to mute sound is a great start. For graphics, check out the kollab for a great artist - or ask around. I'm sure anyone with a brush would love to add to "A Short Walk". In summary, I'm giving the game as of now 5/5 - not because of where the game is right now - but because of where it might end if it's given some more TLC.
IronHeart: There is a next wave button. Click on the timer when it is below 3/4 (it will turn bright yellow). This is how you call the next wave early. You get bonus points for doing so.
I don't know. I tried the AK47 and the gatling gun, both fully upgraded. The piercing rounds from the (slug mode) gatling gun outperform the AK47 in my opinion.
It's all about saving up that ammo until the ball line comes out, then firing out paddles to richochet the balls back off your opponent's paddle. That's where most the points are scored.
Wahhh. Can't stand these Halo fools who don't like new experiences. Go play a tower defense clone or something. Stop dragging this game's rank down. Wahh! 5/5
If I were to sum up the game in one sentence: Uses simple recognizable functions in different configurations to produce an increasingly complex puzzle with "hacker" parallels that progress alongside a fight-for-justice storyline. But a simple sentence cannot capture the feeling of satisfaction that accompanies the game! =D 5/5
Impressive math!