First, I must say: Amazing game. At first it reminded me a bit of Portal, but then became it's own game. Also, for the people who want to use their mouse while playing, press pause (Esc) and your mouse will pop up. Thanks again for an amazing game! Looking forward to the next one. 5/5 + favorited
Amazing short little game. It's pretty difficult to think of a game that's even remotely innovative nowadays, so kudos to you, good sir, DamianSommer! Thank you for an enjoyable game!
After the first couple waves of the day, this game pretty much turns into an idle game... Just get max regen, thunder towers, and dragons and you're good to go.
It's usually better to save your money in the bank instead of spending it on useless casino games or maps (even the burger sale thing isn't good until you get the Snail Hills map) until you start getting 1000+ interest rate so you can afford to buy things while keeping a pretty steady interest rate. (An interest of 1000 requires $50000 in the bank)
It might be cool if you expanded upon the fishing quests, seeing as that's the sole thing you can do until you get a few thousand bucks. Maybe add fishing quests for each type of fish? Not just the ones to catch a certain kind of fish once, but for example "Catch 20 Noctopi!" and have that for each type of fish, maybe going up to 100 as the final.
It also might be nice if, on the slot machine, the outputs of each winning combination were shown. Like for the center pair, I keep getting only $5. With 1:7 odds that seems like a big rip off so I don't know if this is a bug or not.
It might be nice if the casino odds were somewhat in your favor... I get that in real life the odds in a casino are against you, but this is an anti-idle; you put time in and get rewards, not put time in and lose everything...
It would be nice and better if you filled up to full health after the end of every level so you don't have to waste time farming the barrel in the hideout. (Hint: There's a barrel with food in it to recharge your health that you can spawn by leaving and coming back to the hideout.)
It's kind of annoying when that ONE guy gets through right in the beginning or right at the end and it ends up dropping your resource gain by a whole 20. It might be better if you made a steady loss for each guy that got through? Like 2 or 3 resources less per lost "life"?
I never got why, since we can keep up a never-ending, self-sustaining defense, we had to run away and leave to a place that's ever more dangerous than the one we just left...
The interesting thing is... You can rapid click... Sometimes it helps rapid clicking when the blobs are bigger at the top before they break up into smaller pieces. As long as you keep clicking the game doesn't end and as long as the blobs are under the line at the end of the level, you don't lose!
This game has great ideas in it, but some of the levels, even with auto skill select, are just too hard. You need to execute so many moves perfectly, sometimes it seems if you do some of them a pixel too early or late, you fail. This game is amazing and all, but it's just SO frustrating when you know how to do the level but the thing you have to do requires such perfection that it's nearly impossible. The 2 or 3 second spawn time doesn't help either... I'm an impatient guy. Maybe you could make no spawn time instead?
It would be nice if the cool downs for abilities would be somewhat separate. Maybe create a base cool down for any ability used and then the ability specific cool down for the ability used. This would keep people from being able to spam abilities and it would make many more characters SO much more useful.