As the ball vertically decelerates, it loses rotational speed as well - and then as it accelerates downward the rotation speeds up again. How does that work?
The late game is ruled by having enough HP to absorb burst damage for the odd time the swarm reaches base. But when that happens and you don't survive, there's no way to know how far short of the mark you were. It would be nice if the hp count went negative - or to make it a clearer indication of intentional feedback, have an overkill bar grow from the other side (in which case you'd be limited to knowing the damage was up to 2x your health, but that would still be helpful).
The fully configurable controls and settings (like whether to pause when focus lost) are immensely appreciated. I wish many devs would follow suit - many other games need these features even more.
I am so tired of setting up my towers pre-match. We need to be able to save tower placement patterns, or at the very least lay down multiple towers using shift.
We ought to be able to buy multiple items just by holding down the button (similar to typical long-keypress behavior). No need even for extra "purchase xN more" buttons.
The achievement descriptions all say speed of profits increased 50%, but it's actually the time per iteration reduced by 50% so rate of income is actually /doubled/.
Gonna say the same thing I say for almost every Unity game: come back when you can remap controls (and to any button including modifier keys) and use invert mouse. Props for a sensitivity slider I guess...but 1 for 3 is still 2 short of a playable game.
Still very grindy, and while missions are back, the reward for completing them is a pittance, especially compared to the reward for achievements, which /ought/ to be minor perks, rather than the thing you must seek above all else in hopes of actually making progress.
Mouse - (6") - spacebar - (6") - arrow keys. It's ok though, I'm sure a game with a non-configurable control scheme that bad wouldn't put me in situations where I need to shoot, move, and pick things up all at the same time...right?
This is actually the solution we're working on. We're aiming to have this in Update #2, tentatively scheduled for next week.