At level three and it seems rather unfair that the enemies have roughly equivalent stats to us but are more numerous and don't have problems with ammo or weapon heat. That difficulty spike aside seems pretty good.
I didn't notice any damage bug. But that may be because I couldn't keep track of the damage everything was taking, numbers and symbols just came up on the screen and went away again. I'm sure I could've followed it if I tried but it shouldn't take effort to understand what's going on like that. Some clearer separation between your turn and your enemy's might help.
Quayle, early on in the level there's a metal bridge and a rope, fall down from there and there's a few enemies and a skyrocket, jet up with the skyrocket and go to your left and you find a butterfly net.
Loney we can't know what the last weapon is without knowing what you have, what category is it in (you can tell by the other medal you haven't gotten)?
Okay: to start with the tutorial may have been the worst one I've seen in a flash game (it might not be as well, but I can't think of a worse one at the moment). It was horribly slow, disorderly and cut out if you did any reasonable ammount of work while it was going. Furthermore it didn't explain everything completely. For instance: what constitutes touching?, Which blocks explode when you match three? Why do I suddenly go to danger level 40+ when I level up? These things might be obvious to you because you made the game but they're not obvious to everyone playing it.
Also the colours seem to be a bit off on the arrows; I often follow an orange one only to find a red piece (but I'm red-green colourblind so that might have something to do with it).
As trigger said it'd be nice to see you next piece or two.
Other than that the game's pretty nice (although looking around the globe for somewhere good to put your piece is a little tedious).
Just please completely redo the tutorial.
You're quite right! Although I had a pretty good time writing it it's a complete mess and not very handy at all. I will add a sort of help overlay thing to the game sooner rather than later that will explain everything much better than a bunch of semi-serious texts can. About the mechanics; I think the problem here is that you missed the part where the tutorial said "whole pieces" as in entire pieces or shapes, not the single cubes that the shapes are made up of. You're probably right about the orange/red arrows. I thought I had fixed that but it seems that I failed. I'm adding a preview stack of the coming pieces soon. And thank you for the input. :)
I'm sorry but this is probably the worst game I've come to from the front page. Beyond the upgrades all being the same the enemies only improve mathematically (at least for the first 10 levels, after that I quit out of boredom) and this and the borderline impossibility of dodging once you have a few towers makes combat pretty much just "Are my dps and health enough to kill the enemies before they kill me?" And to top it all off your secondary weapon is simply a way of killing enemies on the ground and the air at the same time.
Here's what your game would need for it to be okay:
1: Your ship (or whatever) needs to be small and fast enough to dodge attacks, otherwise combat is just math.
2: You need to get upgrades that do different things.
3: You need enemies that do something other than travel across the screen while shooting (as of level 10 there's nothing that even aims).
A couple of problems: Firstly it's a bit too easy, i completed story mode without even comming close to dying except when I wanted to get the last minute shake achievement. Secondly there's no idication of when the tower is almost finished, I'd recommend adding a warning of some sort.
Too easy, pausing in the shop means, as long as you pay attention to your health, the only way you can die is to run out of money (I never got close to doing that).
Auto saving would be nice so idiots like me don't come back to the game and discover they've no longer completed most of the end of time. Aside from that brilliant
You're quite right! Although I had a pretty good time writing it it's a complete mess and not very handy at all. I will add a sort of help overlay thing to the game sooner rather than later that will explain everything much better than a bunch of semi-serious texts can. About the mechanics; I think the problem here is that you missed the part where the tutorial said "whole pieces" as in entire pieces or shapes, not the single cubes that the shapes are made up of. You're probably right about the orange/red arrows. I thought I had fixed that but it seems that I failed. I'm adding a preview stack of the coming pieces soon. And thank you for the input. :)