Another little thing: after you purchase "expand mag" upgrade, which, btw, expands the magazine by 100%, not by 50, when you change screens the weapon in your other hand gets reduced to its regular ammo capacity.
Another case when randomness is used as a way of "solving" balancing issues. I can't believe it's Richard Garfield who did that.
Passed the campaign on normal, but it still sucks.
Also, in the end I got a bug where I try to create a weapon but it says that first I should draw a weapon. I tried drawing from scratch several times to no success.
And the endgame turned out to be pretty boring - I just rotate in the middle of the level whil multiplier jumps to 1,000. And that's it.
At some point the speed of the game changed like 2x times faster.
I think it was around lvl 25, when I purchased a costly RoF upgrade. I'm on Mac, running Safari. Overall, great game! Love it.
I know how you came up with this idea. Now it makes sense. "Imagine Fallout, but now you play as a raccoon who has 2 AP, and instead of GECK you are locking for a giant horse dildo to save your home village!!!"
Furry fallout lol :)
Oh, right, you didn't copy fallout, you were just inspired by its fonts, special system, inventory, stimpacks, radscorpions, single-burst-aimed modes, interface, world map, aiming at body parts, sledgehammers, encumbrance, perks, etc.
ah... couldn't help it. Tried once again. Found the right configuration, won the game.
There should be two equally powerful clusters on two sides of the planet. First (clockwise) goes the shield, then other towers. One of each worked. Upgrade only power until 2 or 3 power dots - others upgrades are worthless. By level 12th or so add another cluster between the two you already have.
You don't need any global upgrades to win the game. I have gathered around 800 points total in my first 5 attempts, on the 6th I won the game and earned 4000 points - why would I want to spend them if I already beat the game? ... So, the game totally lacks balance and has a specific winning combination that you just have to guess. 2/5, expected more from this developer.
Idk, normally I'm rather good at TD's, but here I couldn't pass level 6. Tried several configurations of towers (each try took 5 minutes of waiting while we get to that level, killing weak and slow creeps), then gave up.
@capomati yeah... It's just that "leveling" system usually assumes more than two levels, and in most games is different from getting new equipment.
There are a lot of little flaws like this in the game: player being on the upper side of the screen is counter-intuitive (player is usually on the left/bottom side of the screen), seemingly random locations for the unit upgrade buttons, and, of course, there are major problems with balance. Keep on working :)
Ok, so I have ideas for games in that category: the more you love/protect/invest in your relationship, the bigger your character becomes, and harder to control; the greedier you are (the more coins you collect), the more fragile good and bad things become; the faster you make your decisions, the bigger are your chances for a big reward, and also chances for losing immediately, but if you plan carefully, you get smaller, but more constant, rewards. These "deep" games can be spawned by hundreds, along with their "deep" messages.
Yeah, a message. Would you be so kind to explain what is the message and how is it not just a piece of obviousness expressed in vague sentences, but an actual product of human thought/effort/belief or whatever?