.... :/ I can't figure out how to beat level 6. Did I miss something critical along the way? There are just too many viruses, I don't have enough glucose to make the ATP needed to make the defenses my cells needs. No point in using chloroplasts, the lights dim after a few seconds..... I don't get it.
wat.
The best part about this game is that it advertises a way to "-make a mute button that not only mutes the noises that are happening, but mutes the noises that are to happen later-." The key line in this is "mutes the noises that are to happen later". Note that when you use the mute button in the tutorial, near the end, then go to the menu, then go through the tutorial again, the sound still plays, even though it should have been muted. Mega failure.
@Goober163 "Its really like a Modern Warfare Real Time Strategy Game"
Except it's turn based, not real time, and not really like modern warfare at all, unless by that you meant "It has military and guns" in which case, yes, it is like modern warfare, hurf durf.
For a game that takes light & shadows and makes it fun ON ITS OWN, look at "Help! It's The Unfinished Shadow Game" (http://www.kongregate.com/games/wmarsh/help-its-the-unfinished-shadow-game). If your graphics could be on par with that, that would make this game look spectacular. If the light behaved in the same manner, i.e. line-of-sight, the light radius of each tower could be enhanced, and placement would be far more of a concern.
A general suggestion would be to make sure the game feels exciting and fun WITHOUT the gimmick of fog of war. Not balanced, perhaps, but it has to be a fun tower defense game. You can't prop up a sub-par game on only one leg.
A more specific suggestion would be to make a day/night cycle that slowly progresses throughout the course of a map. This might take away from the exploration aspect, depending on how it was implemented, but having a time where there is not light radius restriction on placing torch towers (or at least a reduced restriction, such as 2x radius during daytime?) would make the setting up of strategic chokepoints easier, and the game could be balanced around this. Perhaps the game should even start at the day, and as each wave progresses, it gets darker and darker until only the lit areas of the map can be seen & targeted.
As a proof of concept that fog of war can work in a tower defense, this is solid. As for actually working it in to the gameplay? It feels like more hindrance than it's worth to try to explore the maps and such. As some users have previously stated, it is easy enough to find the den then surround it and claim victory. I will post a few simple suggestions I think would make this game much more exciting in a separate comment.
dis game is just like shift b/c its black and white omg omg omg omg omg omwtf lol stolen reported flagged 2 armor gaems website didnt make this creatort hack stolen.
Pretty novel game, I enjoy the use of "Learning by doing" rather than having written instructions. 5/5
The bombs and/or wave "sending" needs to be rebalanced. After around level 10, where you can get a decent number of waves, you can just send every single wave at once and use bombs to kill them all. The first bomb (small or big) will net you around 1000 cash, enough to build a super in the back for cleanup duty. Then just spam the weak bomb over and over at the entrance (or the large one if you feel adventurous) and the entire level is a joke. Has worked on every level beyond 10. A cooldown on bombs or waves would solve this, Maybe at least 5-10 seconds between each bomb fired or wave sent?
Not too happy with the speed at which a pro (with good aim) can defeat another single player. All it takes is a single multi something something and you are dead, one shot, from full to 0. Happened to me three or four games now out of ten, seems a bit wonky.