A wave finished experience gain for existing towers would help back markers gain for higher levels. As it is, balancing experience gain for your back markers makes this game a little frustrating, as if they ain't shooting, they get nothing. Tower limit should be set to 9 (with multi paths its good to have a tower covering both lanes)
A lock to grid (you have a grid there) would also help for quicker placement. The ability to upgrade while paused is welcome, as you don't want to miss your experience gain window. 4/5 as with a few tweaks could be a very good game.
The experience needs to carry over from the time they reach upgrade (set counter to 100 with upgrade at 50/70 etc). Miss an upgrade and you can lose 10 shots of experience. Makes for a "too perfect" gameplay. Pain that the slow towers are next to useless in experience gain, I had small machine guns out gunning lasers.
The experience gains need to be corrected to a time shot standard. as you have assigned 1 experience point per shot. Maybe that should be corrected to either a damage number, say 1 point for every 5 damage done (0.2 exp per point of damage), or a time reference say 0.3 sec (fastest) so a tower that shoots at 1.7 seconds gets 5 exp per shot, or a combination. Experience for damage done is simplest and best as regardless of what you put your upgrade into it wont be affected as much (damage, range, frequency), as it is, you want them to shoot the fastest first. Frequency gains for upgrade for slow towers should be more than one
unbalanced, good to have a hard TD but it shouldn't be one that requires perfection of choice and placement. Have played it 10 times now, totally frustrated that the harder but fewer goups give little cash for upgrades and new towers. Strength on upgrades too weak as range limited, why upgrade to 3 when 2 will give u the range. Multi pathing ok but hard to cover the paths. big learning curve and it fences u in to what choices the designer requires. You have to figure out the perfect choices or u lose. :(
Potentially a good tower defence but more waves needed 100 is good. A percentage warning on the towers would be good i.e 50% warning, can be done after a wave?. Tower stats a must as well as enemy stats. The frequent bosses are good but very hard to strategise to stop. People must be able to win with no losses if strategy is right.
Managed to win but the strategy is flawed. lots of cheap towers to take the attacks and upgrade behind lines to more potent towers. Upgrading NOT worthwhile. Apart from range you get nothing. The sell towers to gain back isn't good and the health bar is only showing the last 25% or so once you get out of green. Upgrades should include damage and tower HP but dont seem to. I dont usually like tower defence that shoots back but this is ok. would like to see the sell towers at 90% including upgrades . Also an AA tower would be nice. lost many towers i didn't think i would because the attacks came to fast, pause doesn't work. The send next wave is buggy if it doesnt work after first, restart. which is refresh browser. (chrome). i'm giving 3.5 to encourage but ill vote 3 as i cant do the 1/2.
Nice for a start but bug on last hole wont allow me to finish just keeps resetting, (using chrome). also the areas where the slope changes has a bump in it so balls that are just reaching their destination, fail to make it. also is seen on the holes themselves with some shots just teetering after coming to a dead stop from these hidden bumps. 4/5. nice use of unity.
retried with the entire middle section splashers and all surrounding edges snipers got to 93 lost on 94 (just would have had 94 if i had sold all my banks and put snipers in place lost 2 on that round and only killed 3 on 94). IMHO you can get to level 50 without buying a tower so the game doesn't end there as the author claims. A good tower defence game never relies on filling all the spaces but it is what u must do here. Be buggerred if i know how srednuas got to lvl 102.
build banks till level 70 then fill the spaces with sniper towers. tried with a lot of splash towers just didn't seem to be as effective as snipers, then you run out of room and upgrade potential. Tower maximums to low for the levels above 90 (got to 91 could have made lvl 92 by selling all my banks and putting in max snipers. Needs a boost tower to maximise your damage with strategic placements.
how many watts per second does a small lightbulb use. The answer is 10 watts if you are using the newer florescent bulbs. 60 watts for older filament households bulbs a couple of watts for torch bulbs (small lightbulb). Fail for being unclear.
Playing nicely, the only concern is that 5 levels too few, great game replayability to find out what u can do, i had a fast tower at 80 damage and 105ms with range to cover back and front. now to see what i can do with slower towers. 6/5 for what you have put up as i haven't enjoyed a TD for a while. Love the veteran part the fast tower was lvl 25.