I'd love to see a pre-game option for setting the types and cycling order of invading creeps. (Spawns before fliers is just cruel.) I'm a bit opposed to the difficulty of the fliers and would like to see an option that excluded them from some of the fun modes.
I really enjoyed it although I didn't last too long. I'd like to be able to fly around (Asteroids style) to get out of an impending pinch...but overall it seemed pretty innovative. (Having the second powerup be a superbomb seemed a bit out of scale...I would have preferred something less drastic and more useful in a "small" way.)
I don't know, maybe it's a Mac thing but I couldn't even hit one single note correctly on the slowest speeds. (Yes, I read the instructions carefully.)
Maybe static terrain elements...bunkers, walls, etc...might make this just slightly more interesting. The problem as I see it is that the essential gameplay doesn't change significantly as the game becomes more "difficult." The most interesting decision, for example, is whether to invest in a higher interest level early on for bigger payouts later...but the upgrades don't make that decision seem very important.
One other thing. If I submit my score it bounces me out of the option to restart the game and necessitates a page refresh. Not that big of a deal, but still...an opportunity.
Seems like some great improvements to the TD genre. Here are some random observations/suggestions to circular file:
1. Hide-able snap-grid to help create a more orderly array of towers.
2. Modes of play that allowed a greater exploration of the game's depths without feeling like early decisions are going to nerf you.
3. Customizable tracks.
4. Mode that allows a set selection of towers rather than the level-based unlocks.
5. Toggled tool tips that show the bonuses for any given tower when you rollover it.
6. The option of directing an area of focus...a firing arc...for any particular tower (to better control what it should be protecting).
7. Better or customizable AI that encourages towers to fire at the leading creeps.
8. Better explanation for the different creep's resistances, if they are different.
9. Larger boards, more money, and other options that make the game easier and not soft-cap at L120-ish.
I'm not sure if anyone could win the 10K mode without using a gate technique. I think this version is a great improvement. I'm looking forward to a larger field (in v.2), specific choices for the types of creeps, and air nets. What I'd REALLY like is a wall that falls on a segment. :) 5-stars! (The only 5-star I've ever given out.)
There is something to be said for trying to attain a new level over trying to achieve a high score. Scores are an abstraction of a person's performance and won't generally mean anything "mid-game" until that person has built up a lot of famiarity with the game. In other words, only a person who has played a particular game a LOT will know -based on score alone- how well they're doing. For everyone else the main measure of performance feedback is how deeply the game is explored. When one must start from the beginning, it decimates that investment.
I thought the IQ-ometer was inaccurate. My real IQ is like 80 but my in-game score was something like 142. Weird.
The "find the differences" puzzles are a bit wonky in that the pictures don't match in the frames identically. As a result, the pictures are different in areas where they shouldn't be.