The game has promise, the art style could use more love as it doesn't add to the experience. The towers are very week and player progression stagnates very quickly. Over all there is no incentive for players to continue. My suggestion is treat it like a normal TD then after so many wave introduce the idle mechanics to it. Not only by then will you have allowed the player to learn the mechanics, but let them flex their skills as well.
Neat little game, however I believe the game would benefit if there was additional information on how to "merge" tower elements. As it is right now it is very difficult to identify if towers are damaging the enemy, as well what element would be the most effective.
Wave 13 zombies don't die and get stuck, income rate and game play is too slow, difficulty curve increases out of proportion to income rate. Game is not optimized and lags excessively, the auto tower is literally useless, no descriptors for towers before purchase, no clear route the zombies will take nor clear end of map to defend. Game requires a clear and distinctive UI for tower placement, game is NOT DETERMINISTIC!.
After playing this game for a great deal of time I have this to say. The attacking enemies that are not on the path are mechanically useless. There is no justification I can think of for them to be present. If you want to put pressure on the player then I suggest creating more interesting enemy units that require the player to think, rather than spam turrets on the borders where they serve no purpose other than to intercept these units. With their implementation you are forcing smart players to waste resources on them where they will be of no use. However if those units where to follow the path and at least make their way into the center of the level they could present a better mechanic rather than forcing players to wait, build up, and make a turret wall around the borders. Or why not have them attack while following the path all the way through. This would not only make them more of a threat but also make it more difficult to neutralize them.
I suggest focusing on the main game play mechanics before elaborating further on the loot system. As it is right now the "random" nature of the pathing is both great and flawed due to the inherent nature of balancing. The current graphics are also limiting and do not convey enough information to the player for them to determine a difference in the spawns. However, the concept seems very interesting and I look forward to future updates. 4 Stars, because it has heart.
I really enjoy the art style of this game, the defense mechanics are actually well thought out. I would like to see a couple more options for defenses or some way to lure or deter the Kaijus. I'm looking forward to this games updates, and hopefully soon the other mechs won't be so useless in defending the wall.
500 spins later I still have yet to have the arrow land on the "hard to get" upgraded section on the wheel. Sure were not kidding in that description, however for that kind of defeats the purpose of the upg if its completely useless. I suggest simply removing the red herring all together.
What I don't understand is why the dev thought it would be a good idea to reset the miners levels after every drill return. Not only is the dev wasting the players time, but its kind of insulting when a player discovers this. (Pro tip: only take away from the player as a consequence of action vs. "just because")
*Warning to everyone currently in the clockwork city* Game starts to lag heavily if you build to much, try focusing on only a couple of buildings otherwise the game will stall and become unplayable. -To the dev; there has to be a better way than all the flying coins, I'm assuming this is the cause.
This game reminds me of suicide charges the Imperial Guard employs. Comisar: "Fix Bayonets, for the Glory of the Imperium!" Guardsmen: "Wut? Are yea crazy you daft git?" Comisar: *executes soldier, then they all charge.*
To be honest the clicking to defeat an enemy mechanic is like beating a dead horse, why not actually try some unfolding mechanics that introduce real game play outside of something idle like the incremental tag implies. Instead of smacking an enemy repeatedly why not do troop formations like tetris? Something to break from the mold of tedious over made idle clickers.
I think this game would benefit greatly from a survival mode. Also the Relic upgrades are confusing. I can spend cash to upg them or just play a challenge and get it upgraded anyways.
Thanks! Yep, a survival mode, or sort of that is in development right now, will be published... I hope, in 10 days. Can't say for sure, this is not a thing that can be made in few days. And also tonight I'll upload a version featuring some changes in the upgrade panel. Perhaps there will be something you've mentioned in your comment :) And yep, current relics page and relic handling is raw and needs an upgrade.
You have a 1-100 chance. But we will make it easier