There's not enough information shown to allow us to understand the impact of our choices, and I feel like there's no really a choice with what to do. We all walk the same path, at the same speed...
Just put everything in auto, wait in the upgrade screens that waves comes in, death have no consequences, balancing feels weird, for a long time you seems ahead of enemy's power then you quickly fall behind, what weak ending is this.... "tower defense" as in upgrade what you have and it is what it is...
You seems to have a nice game engine with this, but the actual execution is far from being worth a mention.
I read the comment section, and I must say that I didn't had big hopes for that game. But spending some time in it showed me you did a good work on it, took the comments and made things better. It still feels a little slow, but I think it's on us now to find the right optimal path
An "Infinite" mode along the lines of an incremental game, where each reset gives you a new dragon breed you can develop it's abilities trough a tree (more strength but eats more, or give a basic gold income but cost mroe to upgrade)... I mean, if you plan making a second game, that could be really interesting.
Adding tanks doesn't have an interesting effect on the game... upgrades are too repetitives, the game itself is mostly listening to tanks shooting at each others... there is nothing to discover, no "synergy" to find between different tanks with different skills...
As a prototype, this game is interesting. As a published game, it is far from a good result. You can push this further, don't stop. I'd like to see where you can lead this.
moved from 1/5 when it was bugged, to 3/5 because it needed work, now ticked in 4/5, and I'm pretty sure 5/5 will land in a couple of updates. You'll make it perfect, nice job!
I couldn't imagine that a change so small and irrilevant to buildings would have been so disastrous. I checked buildings, only extraction ones though. I know that's my bad, but if you wanna try again, it's working now :) And I also would like to add that if I wasn't a human who sleeps, eats and lives I would have fixed it in 5 minutes, but I couldn't work on the game at that time, and I didn't receive feedback fast enough, so I just assumed it was working. It will never happen again
"The most expensive upgrade costs 1 billion. If you haven't spent that much yet, you're not done."
The code says otherwise. I got all upgrades availables, spent about 14m.
4/5, game is nice, though it does feels too linear. There's not a lot of room for tactics here, you just upgrade box to level 2 then upgrade either stamina or job and worker at the same time and voila
2/5, and it's because I have respect for the devs behind the 1st and 2nd game. That 3rd should get a huge rebalance. The hearts should be there at start to press a challenge on the player, without this you can just sit at the base. Step down the electric rod power, have advantages and drawbacks to each guns, like electric rod makes the health drain faster but auto-aim, lasers have to aim but costs no health and guns shoot in one direction but resplenish the health bar... that would allow people to either make an idle setup based on mixed guns, or an active one where they'll have to move a lot. And the 1-hit-k.o on the base is lame. Allow the players to do mistakes. Yes you rerun the wave with more money, but the player still failed a wave, he lose the "perfect" run feeling.
Tanks ! Will consider your ideas. Sequel is planned for next year!