The hints for 25 were rather unclear. There doesn't seem to be any way to affect the ball's first movement, which is confusing and directly contradicts what Hint 1 says. The following hints make it clear what you need to do, but you basically have to ignore Hint 1.
Has fantastic potential, but unfortunately it's not there yet. Above all, the lack of a map is killing the game. By level 6 I'm already having a really hard time keeping track of where I have been and where I have yet to explore. Second, there should be some way of upgrading the back-up generator. Duration, charge time, etc. And last but not least... either ammo needs to become significantly cheaper, or credit drops need to become much higher, because I'm already down to ~60 remaining rounds, and as many credits. Not sustainable.
It's a great framework, but it's horribly imbalanced. Max upgrade either ghosts or wizards, and just spam them in all the spaces will carry you through everything. Which, of course, means you use wizards, because they're cheaper, have higher DPS, and all the same defensive perks, with a longer range. There is also nowhere we can go to determine what any of the unit stats actually mean. HP is obvious, but what is DPS? Damage per strike, or is it actually damage per second? We can assume that DEF is for physical damage, and that RES is for magic damage, but what do the numbers actually mean? And is Luck supposed to be crit chance? It's incredibly unclear. The relationships are also very unclear between physical and magical damage. The game tip popups clearly explain that there is a difference, but not what the difference is. And, going back to game balance, it proves to be utterly irrelevant. Again, it's a great framework, but it needs some pretty extensive tweaking.
Couple things:
The goal of the game is extremely unclear. We can gather that the hat is somehow linking the father and the son through time, and that the father was an inventor while the son is a scientist. The company that stole... whatever it is they stole, later hired the son. But we don't know what the point of the father's daring raid of "The Organization" is for, or doing.
The ending is... rather abrupt and non-descript. You just all of a sudden appear on the title screen again, with no indication that you've accomplished anything. It doesn't need to be anything extravagant like a "you win!" or anything, but just something that shows you've finished the game when you return to the title screen.
It is a Defense game, and it takes place in/around a Tower, but that DOES NOT make it a Tower Defense game. Additionally, mechanics are weakly represented -- meteors fly off in unexpected directions when hit by fireballs, you have to stack like 4 wind spells to blow clouds away in anything resembling a timely fashion. I genuinely have no desire to continue.
No tooltips or health bars. -1
No start button. -1
No stats for towers or monsters. -1
No indication of what's buildable, and what's not. -1
No indication of where the end point is. -1
No sound of any kind. -1
No variety in monster types. -1
No information regarding tower costs or capabilities. -1
No indication of additional maps beyond the first, let alone the end of the first one. -1
No innovation on the basic structure of a TD, let alone unique or intriguing mechanics. -1
Overall, -10/5
Feels like more of a test of the basic mechanics of a match 3 game than an actual match 3 game. Essentially, it's the skeleton of a game with nothing else on it. Not really sure why this has been put out there on a site honestly. Needs to actually be explored as a concept before it's finished, let alone rated.
Essentially, that's exactly what it is. It isn't meant to be a top-rated game. The purpose of the upload was for feedback, critique, and suggestions while I develop it further and add features.
Anywho, thank you for the feedback!
Thought of something else. During the "is this a connection" check time, if either laser is still finding an "end point", the connection check time keeps getting reset every time it enters a new block. This in and of itself isn't a problem, however, the combo timer seems to continue ticking down during the connection check timer. This can cause you to lose out on your combos because one or both of the lasers is finding new blocks way far off along their path well past the block(s) where the intersection is.
Fun brain teaser kind of game. A couple suggestions though. Having the lasers be red and orange kind of makes it difficult to see which one is going where when you have a lot of divisions of the beams cris-crossing over the field. This, combined with the flashy background and it's own bright colors can make it very difficult to see what's going on. Maybe switch the red laser to a blue one, and perhaps set limits on what colors the background can take on for it's light show.
Thanks for suggestion. I can't change the color entirely (that will serve a special function later in the gameplay), but I can make the orange one look more distinct, so hopefully it will help.
You can now mute the game with the M key. Thanks for playing!