Most of the work needs to happen in the interface. I think all of the game-wrapper design should be in the same visual style as the in-game control panel. The creepers and towers could use a little more pop so that they can be seen more clearly. Tower stats would be nice. Showing the number of built towers would be nice, especially if there's a cap. Nice start!
This game is WIP for a reason ^^ The game wrappers are outright placeholders.
As for more exact stats, it's a neat idea that I will implement when I have more time on my hands (:
I'm still tweaking all tower stats, so I'd hate to write out their stats, only to change it every week.
Thank you for your feedback, I'll keep it in mind for the future progress (:
Some general feedback. I'd be careful with various container frames and shapes, like rounded ends and so on. These are all opportunities to develop a visual language throughout the game... so, my advice, don't put a stroke around a container unless you absolutely need it and it serves a purpose. (That goes for all decorative elements.) Part of the fun of incremental games is saving up for a specific upgrade. It should be clear when upgrades are "previewed." A "buy max" option is pretty standard. Having the bush change in character visually at each tier of development is a good way of providing a neat little reward for the player. You know the main stuff; upgrades, unlockable bonuses, achievements, etc.
This game uses a cell-war foundation wrapped in a medieval conquest theme. Great combination but, unfortunately, there's just not much to it. The map is not particularly interesting, the gameplay quickly becomes tedious; none of your tasks can be automated (e.g., waypoints). There are very few decisions to make. In spite of the lack of depth, it's a great start and I'd love to see new iterations and continued improvement.
It's a great format for an idle. I think that the tech advances are inverted. I'm smashing through enemies like butter and the "Level Up" sign stays up, that's how fast the XP bar fills up. I'm sort of "at the end," I think.
I'd like to see the last exit conclude with message indicating that it's over. Overall, I think the two elements you've introduced — spikes and "rolling boulders" — work fine. Conveyor belts, one-way doors, and pits are a few things that might introduce more challenges. It's smooth but it's not really bringing much "new" to the concept yet... seems more of a test of a person's programming skills than anything else.
It's a solid platform for a deeper game. The levels were fun, designed, and drawn well... but perhaps a little flat; a little bit of sameness to them. The pace was good.
Came back to this game after some time off and had forgotten about fusing ninjas and just let the group of small ones battle. Easily cleared all the levels.
The basic gameplay is great and interesting. I felt like some of the little squids had different characteristics; speed, mobility, etc. Sadly, after playing for a few minutes I didn't get the sense that the game would be offering anything more... no "explorable" content. So, great game but a bit shallow.
Losing your shot because your cursor hovered out of the stage is really frustrating, particularly given the need to pull back on the bow. That part needs refinement.
Yeah, this concept is intriguing but the Minesweeper rules are broken on the board. If a bomb has been flagged, the numbers shouldn't change or count down. The numbers should always show the total of both hidden and revealed bombs. That's Minesweeper.
Terrific! Few small observations. I'd love it if the physics were refined so that there was a better sense of drift... the ability to strafe would change the entire balance, however. Also, the obstacle hit boxes seem a bit difficult. I'd prefer it probably if those structures were represented by large cargo boxes rather than organic "squares." (It would also help accurately define the edge of the shape.)
This game is WIP for a reason ^^ The game wrappers are outright placeholders. As for more exact stats, it's a neat idea that I will implement when I have more time on my hands (: I'm still tweaking all tower stats, so I'd hate to write out their stats, only to change it every week. Thank you for your feedback, I'll keep it in mind for the future progress (: