I tested all the weapons with full 5000 credit upgrades on the last wave. Not very balanced... The gun works fine and gets the job done. The shotgun sucks, it seems to miss everything that isn't at the wall and does very low damage to stuff it does hit. The Launcher rocks, it's the best weapons with fast reloads and 7 shots at 5000 credit upgrades. The Laser runs out of ammo too fast, reloads EXTREMELY slow and is generally useless. Not sure if Laser gets better at max upgrade.
Incremental upgrades are harsh. You can do it one step at a time and spend 250+500+1000... etc or just spend the final amount for a full upgrade, spending a lot less than one step at a time. Not sure if it's balanced specifically for this or if future upgrades should reduce in price when you get lower level ones. More Gate! is especially horrible with this, it's about 59,000 total vs 10,000 in one go (twice the lowest price). Try to save for higher upgrades....
Start with punching guys and save 2500 or 5000 credits for the +credit upgrade. Then get some cheap upgrades like 500ish people detector and 500ish ez tools, 500 punch may help too. 1000 or so in tornado helps a lot for ranged attackers (space bar and click). I know the basic gun you start with works great upgraded, so early on get it upgraded all the way to dual guns. Put a little reload/clip size/damage while upgrading it to dual guns, then dump a lot of credits into it. You'll do good damage and knockback. Upgrade everything else as you can. I used the robot wall repair a lot early on, but they don't get to the wall anymore.
It's easy to get to level 7 with many different setups, but I can't find any setup that keeps me from taking a deadly amount of damage once I hit 7 (is that the last level?). I completely surrounded my base with turrets and still get destroyed. The difficulty curve goes from easy to unavoidable death, which makes the game feel shallow.
Unspent cash is preserved when you die, but not weapons :(. If you die in the later levels you actually have to FARM to be able to finish the game. Also, the item to check for hidden ammo is great in later levels, I've found 2 emp, 1000+ gold, and lots of weapons.
Glad you're tweaking it. I think it could be a definite hit with some minor changes. Despite a few buggy or bad areas, autorun makes it feel special and keeps you on your toes hehe. Although, I could see autorun being replaced by death (in any form) chasing you, so you can't be too slow and careful, but still have enough time to explore a bit. Or something.
Hmm actually the hammer may not be any good because you can't swing it while in the air. Any area with "steps" where the ground slants seems to cause you to fall, so you can't swing the hammer when in those areas. It would be fine if there were no auto-run, but steps seem buggy because of it.
I rated it low at first, but played a little more and eventually beat it. I think players should be given the hammer at the start, as it will give a much better initial impression than the questionable sword 1 does. When I finished I used shield, sword 2, gun 3 (not enough cash for weapon 4). Gun 3 is real easy, but slows you down overall. Couldn't find a way to beat the first boss with shield 2, so beware of that.
Very fun balance between towers and creatures, though the last two towers replace most of the rest. A few issues to be sorted, but other than that a great TD. On level 25 if you wait until 290 or so monsters will show up and you can beat it.
I never bought hp potions and did fine. Once you get a good weapon and raise your combat skill you can do high damage and clear all but the hardest dungeons in one run. You don't have to focus on clearing dungeons initially. Get the purple reward chest and try to find the red artifact chest for good items. Not sure if it's random, but got a great sword from the last spell dungeon. You'll eventually get a full set of unique gear that's strong.
I think the best hint the game gives you is how many direction change tiles you get. On the harder levels, like 52, you generally need to use all of them, which limits solutions a bit.
I have always needed a bridge one and a half blocks high for the ball to go under it. If you want the ball to go farther, you need to minimize the amount of time it's on flat land, as that slows the ball considerably.