-- Universal enemies vs. any other type: - universals are immune to 7 elements, others only to 1 (elemental piercing applies to all enemy types) - All enemy types have their own (rather cheap) defensive upgrades, universal doesn't (universal defense applies to all enemy types and is far more expensive).
-- Defense is measured by your max health vs. enemy attack ONLY: - Regeneration is extremely fast (lifesteal+nature) and the health is usually more than refilled in a few miliseconds. Only one-hits (or multiple at the same time) can destroy the tower. - Universal defense is the only reliable way to decrease attack damage. - Block is only helpful if the block chance is 100%.
I love the tank-type enemies (as well as the auto-skip option), but it are the universal tanks now that are killing me.
The assassin-type enemies have as much health as normal enemies, do more damage and move faster, but anything that has an extra strenght should have an extra weakness too, halve their health? (it's not that much on an exponential scale).
I'll be waiting for the laboratory, everything you added in the town was good stuff.
A better approach might be to halve all effects on universal enemies instead of ignoring them. It's the 'universal' part of the 'universal bosses' that causes the trouble (and for normal enemies too). Then 'air' enemies might become the most difficult ones... (but that's nothing to worry about)
Universal boss came, can't slow, can't stun, can't knockback, can't pull it into a gravity well, can't set it on fire, darkness does nothing extra, got destroyed on the first hit, reached only 1/4th of my previous record. Universal enemies and bosses are just much stronger than anything else now, especially universal bosses.
The universal enemies are much stronger than others because they're completely immune to all special effects (and I upgraded them all to 30%). I'm left wondering what their weakness is...
When I reach wave 100 in hard mode, I know I will reach at least the wave in easy and medium where the enemies have the same health/attack (which is more than 100 in that case). It would be nice if the highest wave counter (and thus the startbonus) gave me those easier waves for free.
@ROF16: I really like that, reach wave 100 to unlock an even harder mode. Should keep the playing time per round reasonable.
-GJ on adding the impetus upgrade.
-Decimal places of cubes aren't shows, but still used in the calculations, meaning you can have the same amount of cubes as shown but still can't buy the upgrade (I have 4, it costs 4, can't buy). Round the cost before checking if I can upgrade.
-So I died... with 11hp left, probably because a nature shot hit an enemy after I died. Don't apply any heals after the tower has been destroyed.
-If I don't research fire, does that mean I won't encounter red enemies and thus don't need to waste money on fire defense upgrades? Which kinds of enemies attack you should probably be tied to the number of waves passed instead of the research of the player.
At 600 starting resources I can only get to 760 in two more rounds, reaching wave 57. If you want me to reach round 100 in 4 attempts, you need to buff the starting bonus a bit more. Haven't gained enough special resources to buy anything yet (47). I'll wait till the town is fully implemented.
You can NOT keep your damage up with the rate the enemy health grows. After some time you need to focus on killing them in two hits and later it gets even worse. At that point the extras every few shots come in very handy to kill your enemies quicker and you need the defensive upgrades to stay alive (or invulnerable). Especially nova is great if you can get the %age up. However, with the current low health, if you're not invulnerable you won't survive long. There's a seperate upgrade for each enemy type because they're way more powerful than the universal defense upgrades. I had a game relying solely on defensive upgrades in v0.02
-There's still a fine line between 'full health' and 'game over', I die the round I start to lose health or the next, reduce the attack of enemies or make tower health cheaper
-The starting cash seems to increase with a linear or even declining curve while playtime per round increases and enemies grow exponentially stronger per wave, makes me hopeless (have you played frantic frigates? that game did it absolutely right)
-The game needs another startbonus other than just more cash, some info on how it's calculated would be nice too
-The game looks rather simple but makes my laptop consume energy like it's playing a full 3D game
-Death prediction fails if the damage is less than 0.1 more than the health
Thank you for feedback. I think I will focus on bigger updates now because the last update showed me that even a few small changes can render the game unplayable. If the latest update (0.05b) is playable, I am going to add the final prestige system in the next version. About the performance issue: I am going to switch to mobile shaders because Unity does not seem to do this automatically and since the default shaders are written for standalone PC games they consume way to much GPU power. Could you send me a PM with an explanation how the death prediction failed exactly? I would like to fix this but I can't reproduce it.
A few suggestions:
-Increase the rate at which enemies get stronger (double or triple it)
-Make health more cost-effective at later stages, and decrease the effect of lifesteal and defense
-Add tooltips (what is the darkness offensive upgrade?)
-Double the game speed (or an option for it)
-Avoid shooting at enemies that will already die, it currently only works if enemies die in one shot
-Add auto-upgrader: selects random upgrade and then waits for the cash (but for environmental reasons, please no auto-reset after death)
-A way to know how much damage the enemies do (preferable after calculating the defense), it's hard to guess if you haven't been hit for a long time
-A boost research lab, gives permanent boosts instead of unlocking them
-Make the gravity effect not block the nova effect
Wow, thanks for the feedback. I'll copy this comment as it is in my shedule. I cannot guarantee that I'm going to implement everything exactly as you described it (because some things are conflicting with my planned features) but I definitly take most of it into consideration. :)
For the tutorial, keep the explanation of the menu buttons in one frame or perhaps not at all and add a tooltip instead. Some are already self-explanatory (like sound buttons). Had to click through all of them just to check what those red numbers meant.
Quite often (after playing for a while) the game forgets to do some garbage collection (I have task manager open next to it). The memory usage (and lag) grows until it hangs for a second to collect some garbage or shockwave crashes (at ~3.2GB).
Crazy... I'm starting to think more and more that this has to do with certain versions of the flash player because I never went even beyond 200mb myself, or 3-400mb on chrome. OR I seriously broke something, which definitely merits some investigating...
Don't worry! That bug will be fixed in the next version. :D