So how does a simulated cellular automa differ from a real one?
The old life games used to let you pause and toggle squares. You might want to add 'summon ant'. A rule editor (and some presets that do something interesting) would be good to.
Boomstick with aiming.
Colliions are a bit off - the molecules seem to bounce a bit before they hit. Also be good if the collisions took into account the mass of the molecules.
Gotta work on that vision system - bowmen are far to obsessed with the critter they are shooting at. At the least they should defend themselves and I shouldn't have to give them a nudge before they start shooting.
Gotta teach the zombies when dead is dead - I got corpses with -1500 hps.
Start with 3 archers, add more whenever you get 200 gold.
Nice graphics and audio, but the balance need work. Seems you can only really advance by getting the achievement awards - gets rather repetitive when you aren't in a position to easily reach a couple of them - you end up grinding your way through virtually the same level several times - and it can take a long time to make a level run. Needs more reward from normal play - and maybe a little less from the achievement side.
Would be nice if the the cards didn't autoselect their targets. If there are multiple possible targets, you get a display with flashing boarders and can either pick on - or try a different card. If, however, there is only one eligible target for the card it'll simply go and apply it (as opposed to telling you it's the only target and letting you pick a different card if the thing you wanted to target with it isn't valid.)
Yeah, big balance problems. Once a treb or a cart spawns where you can't survive getting it, that's the end of free lumber. Problem is, I think the red side is still getting a rate of lumber that assumes you're still getting it. I also suspect red had less to invest in than blue, but the rate its lumber arrives at hasn't been reduced.
Way to small for the fonts used - illegible on my system. Seems impossible to win a level unless you get a couple of lucky long cascades. Overall feels to slow.
To short. Preserving upgrades over death is good - but to hard before you get your first upgrade. Presumably it becomes impossible if you miss one of the upgrades. Ships movement needs to be a bit faster.