Suggestion: Never tell your player they can't play. Give dungeon running options for 5, 3, 2 and 1 energy consumption, with the appropriately lowered payouts.
A good start. First, only reveal monsters in the craft book once that monster has been made. Second, more monster combinations. Go at least one more generation, with combining the reds. Also consider combining all monsters, not just the same generation. Third, need to add a story, and dispense with the arena except for getting money.
I do not agree that keyboard movement is necessary. However, I do think that we should simply be able to click on an enemy, and continue to fire until enemy is dead or another enemy is clicked on. Holding should not be necessary.
I'm also running into a few near-infinite loops. Perhaps if a character makes the same move three times in a row, don't allow it to make that same move again until it does a different move.
It's a good concept. XP needs to be given to all team members or else one player will just go around hitting tombstones for xp. Dead players will need something to do or they will just get bored and leave. If you can't work out a way to ensure there's always at least one enemy on the board, allow players to generate an enemy if there are no enemies on the board.
Great melding of concepts. One suggestion, could you place the upgrade exclamation above the unit instead of to the side, as the exclamation is often obscured.
What is the 'new way of playing tower defense games' mentioned in the first line of the description? Though it's nice, it seems like standard tower defense to me.
It has some good concepts, but the difficulty curve is way too steep. Gradually increase the difficulty with each level, don't make it shoot up fast after the second wave. Give some mouse over tips on towers telling which is what after you have placed them, and give feedback on how much damage they are doing to the targets they are hitting.
For those that don't understand the instructions that are provided, once you start a game, press the upper left button to show the tower types. Select the speaker, place a few of them on the grid, then select an instrument type and click on one of the speakers you have placed.
It's a great start. Got some great gameplay concepts in the different special effects and the AI commands pertaining to them. If you could add in traditional tower defense gameplay by way of mazes this could be pretty good.
It's a good start. I would perhaps deal out 3 or 4 cards at the start of the battle. As for how healing and shielding works, I would take the toggles out and just have some heals and shields randomly come out in the draws. By using your muck system, allow the player to build up the muck amount and then select what sort of muck card they want. Perhaps even have multiple mucks, a damage muck, a heal muck and a shield muck.
Thanks for the encouragement! As you play and upgrade, you can get more cards dealt to you, it does get a bit unwieldy if you get too many so I started low so you have somewhere to go.
I do like your idea of the different 'muck' options. Giving the player choices is good, which is why I'd rather stay away from too many 'random' mechanics.
One possible issue is, not sure a player would muck enough cards in one run to make three different pools worthwhile, not to say it can't be adjusted.
I can probably implement this as an upgrade, though it's a bit more enemy AI to figure out : p
thanks again!
-Welby
Thanks for the encouragement! As you play and upgrade, you can get more cards dealt to you, it does get a bit unwieldy if you get too many so I started low so you have somewhere to go. I do like your idea of the different 'muck' options. Giving the player choices is good, which is why I'd rather stay away from too many 'random' mechanics. One possible issue is, not sure a player would muck enough cards in one run to make three different pools worthwhile, not to say it can't be adjusted. I can probably implement this as an upgrade, though it's a bit more enemy AI to figure out : p thanks again! -Welby