I loved Simtower with all my heart way back and this is fairly faithful if extremely simplified. My big objection is the horizontal expansion cost: I like a wide tower with plenty of space for elevators and I keep running out of room and it takes forever to accumulate any decent amount of cash without taking a loan. Other than that, I like it. I like it a lot
Glaring flaw: While there is no direct friendly fire, explosives can hit friendly corpses. I've lost count of how many times I've suicided by hitting my allies' bodies with the rocket launcher. Should be one or the other, plz
It'll be a minor miracle if there's an unbroken window in mine or any of my nearby neighbors' houses by the time I'm done playing this. DAMN YOU WINDOWS!
Okay, now that I played through a second time, I'd would DEFINITELY suggest shrinking the crosshairs and stopping them from pulsating like that. They draw a lot of attention
I honestly really enjoyed this game but for a couple of things: Movement's a little sluggish for a bullet hell shooter, it's incredibly hard to dodge some of the all-directions type waves if you don't have the finely-honed reflexes of bullet hell veterans. Also, the black-and-white color scheme made it really hard for me to follow what was going on sometimes, particularly with the damn crosshairs in the way. I'd suggest making them smaller or somehow less conspicuous on screen. Lots of fun, though, and a lot of cool ideas in a subgenre that doesn't necessarily get a lot of innovation
There is one small change that would more or less instantly balance the game: Make summons that cost Iron/Crystal/Souls to play, cost Iron/Crystal/Souls to summon as well. I have to have at least a couple of Iron mines and Crystal mines in my deck to be able to play those cards, but once you've played them Iron and Crystal become completely useless, piling up well into the 400's by the time the match ends. As many have said, gold is way too central to everything so far