Lobster: the problem with the three shot is not that it is a spread shot but that it doesn't expand your coverage of the top of the screen. Even sitting in the bottom corner it still fails to reach the top.
Two major problems from me: 1. Lag slowdown ends up increasing relative fire rate of towers. 2. No break between mob groups results in over crowding and mobs getting stuck in walls.
Having ships fire if they have line of fire to any enemy ship and not just the one they were targeting would be good. Also have targeting based on angle of approach and not proximity would be an improvement. And either have ships be unable to loop around or shots do and simply fade after a distance.
Well the ships aren't random per say. The idea is you decide what you need, by waiting.
Granted the game play could use a bit of work. I am open to suggestions.
um yeah and remove the chances of off screen bombing runs occuring. that kinda royal f'd me when my hangar and power what not were blown up by enemies i couldn't shoot.
Decent, would be nice if there was more strategy than blow up the healers and bombers but eh. Also the spells don't actually become unlocked thats just the first map you can use it on.
Needs about another two weeks of polishing. Glitchy (not every contact causes damage and occassionally stuff just goes everywhere.) and for the player to have access to the numbers (damage/angular speed etc.) as well as for poison and flame to actually be useful.
Well the ships aren't random per say. The idea is you decide what you need, by waiting. Granted the game play could use a bit of work. I am open to suggestions.