Unlike many ludum dare games this one while fairly simple, has a bit of polish to it.
I generally despise ludum dare games, but there is always one or two that show some promise.
Having played multiple times I have come to the conclusion that experience levelling of towers in this game does not work very well.
Due to the pathing aspect you have to manage your early towers well or they don't get a decent chance to engage, the new changes still have blue towers lagging behind the green (OP) in terms of levelling rate, you spend all your time lvling up the towers with early pathing and placements.
Better Aether management and a Maximum Aether dependant on skill level with tower levelling cost fixed would be a better solution, (solve more maps to get skill points to come back later for a better score.
I don't want to have to go to wave 300 to gain a skill point when you are at lvl 14 (only at 4th map). Maps become a repetitive chore (all the same essentially).
Tower ranges are way too large once levelled up, little strategy required to advance.
I see you have added in experience by hit, bravo, now the fire towers won't take over stealing experience from the lower hitting towers (water and earth were extremely difficult to level without risking triggering ivan too soon). the inclusion of exp amount in the tower info is a useful addition.
Will find some time to see how the new changes work, but for now that change alone allows for better strategy.
Mob info would also be useful, as would poison stacking (can't tell if it does)
Thanks! Poison does not stack, if an enemy is poisoned and hit by another poison bullet with greater poison power, it replaces the previous poison.
Added wave info panel when hovering over wave.
You've tweaked something that makes lvl 1 quite difficult when starting from scratch. It seems about wave 12 I'm getting swamped by mobs coming through real fast, various strategies including pathing make little difference with the mobs seemingly very fast. I know that there is a movement speed factor in your calculations as the mobs move faster the higher the wave number. Maybe you've over tweaked it a little, previously swamping didn't seem to be quite as bad early on. I haven't beaten the level yet after about 10 tries, been close a few times but lack of aether prevents being able to use units effectively. Hard to manage just the right scenario to get Ivan even with bunched lvl 3 fire towers and releasing him before wave 20.
I think I have it at a good point now. Some things need some slight adjustments, but I think that over all it is much more balanced. Let me know what you think!
This recent change seems a bit better with the cost factor and the experience gain especially by water and earth towers seems more playable. Will give this setup a good workout tomorrow and see how it scales. The experience gain for skills also seems less of a chore.
Thanks for playing! Yeah, I've been working on the balance of the game for a while now. First it was WAY too easy, then way too hard, and there are so many factors to balance I think I have been changing the wrong ones until now.
Game not saving, the increased cost of subsequent towers is ridiculous (+50% of the previous cost means few towers can be bought) the low experience from winning the level makes it tedious to get initial skill points (even though reduced to 1000 for first). Haven't checked non winning skill points will try that now.
Primarily though game not saving if you refresh the game.
High score exploitable, if you lose on any given day you keep the score gained and the money while not progressing the day.
Penalties should be placed for an overrun maybe lose score gained + 20% of total potential score from kills for that day (overall loss of score for failing the day).
Only allow a percentage of money gained to be kept, maybe 50%
Those changes would make the high scores more realistic of correct skill choices and when.
Reasonably good game, reasonably easy to get to lvl 50 and end. forget automatic weapons until chain gun.
Max ak47 till you can get sniper then shotgun then chain. Doctors saved may contribute to high score, unsure. Little bit buggy but quite playable.
Damage range too random, 1-10 for patriots and 1-15 for minutemen not to mention the fixed placement to range is bad. Too much reliant on luck is not a good thing in a td. Get the placements right and a few low hits and the mobs get past, 3-5 needs some serious rethinks.
Nice graphics, could become interesting, too few build points but as its a prototype its okay. Upgrades required, skill tables, more choices on tower types, the usual stuff. Shielded positions or builds to protect from tanks. Nothing more hated in tower defence thn dumb towers that refuse o take out the threats o themselves first.
If this is your game why isn't it on the site you say is yours. freshnewgames doesn't have this game. You are a fraud and not a developer only been on kong since march 11. Reported
I saved 20k for the high powered rocket, not worth a damn doesn't run any longer just faster then you hit a kite. The gun should not be on a timer it should be X number of shots. The left and right key movement doesn't seem to do anything. Spectator game.
Thanks! Poison does not stack, if an enemy is poisoned and hit by another poison bullet with greater poison power, it replaces the previous poison. Added wave info panel when hovering over wave.