Thanks for suggesting, I added it to my todo-list. :)
EDIT: I added a "don't skip during boss waves" option to the latest dev-build. Auto-skip only continues if the total amount of enemies is 0 during a boss wave if the option is enabled. (http://www.fs-studios.com/games/perfecttower/index.html)
wave 110. 220000 resources unspent. i have spent basically nothing for more than 40 waves. i only have 60 damage yet regular small enemies have 2500 hp. How so? Because after raising attack speed and elemental hits after a certain level you can ensure every small enemy will be bounced back, stunned, slowed indefinitely, while nature and darkness allow for infinite free damage scaling " reduce the current hitpoint of an enemy by 50%". it's weird for a game that attempts to scale infinitely to be cheated like that. stuns/knockback should be halved every time they are applied, darkness/nature effect should work only once per enemy.
I I really don't understand and like your game design ;
why would i have to pay gameplay points(which i get from random achievements and watching your sketchy ads) to change music(why?)? on my first run i meet very little gameplay, not so clean interface, but many clouds with "forced humour faces".
after 5 minutes of innocently flinging that penguin up ( instead of making him skillfully bounce onto water like in previous title) i am told that i can spend my points to give him a decent cosmetic hat. i would usually expect character customization to be avaible at the start of any game. if a player wants to customize a penguin why would he have to pay? it's a confusing design. and it gives any player a bad sketchy impression of the game on the first minutes. Hell i was expecting a real money cash shop to pop up at any time, thank god it didn't.
i can't even read my speed since it jumps up and down pretty fast. make it display an average value of the last 5-6 frames/physic cycles or something like that.
controls are really confusing at first. but what keeps bugging me out is that if i go into spellcasting mode, do something wrong, and then quickly go back, it counts as a double tap to pass the turn. this need to be fixed. i should be able to view controls when clicking on the menu, and not have to look at kong to see that i am supposed to press h. which btw doesn't work on third level ( it conjure the insutrction book in the middle of the room, but not in my view).
Thanks for the feedback! I've just fixed the help screen bug (to reload right click on the game, select "This Frame" > "Reload Frame").
Regarding the controls: The game is meant to be played with a mouse or touch input. Your problem with the spellcasting is kind of the reason why I didn't make the keyboard & gamepad controls very visible. If you tap the spellcasting key two times with less than 300ms time inbetween it will register as a double tap. If I reduce the time any more, you'll get problems if you want to pass a turn.
i think you should nerf the blood artifact ( the one that make you pay with your life). if you use it with an heal spell(easy to obtain) you have now infinite FREE heal, while enemies are taking damage from your closecounter. add " everytime you cast this spell" artifacts and you can reach infinite regen and infinite spell power and then oneshot everything. way too easy. just change it so " this artifact cancel *any* healing/regen effect on you" and then it will work properly.
add low health warning sound and/or visual effect.
nice rune system. love how you didn't just make the basic ones but also made few special ones with weird modifiers and artifact.good dedication.
it's cool that you made many enemies and animations.
but at the core the game is too easy. gameplay is just clicking on enemies. their ability are just crap and you don't even notice them. no strategy, no big risk.
at least make me click on 5 different abilities and not just one.
dude it's ok to have better art than gameplay. and it's really nice that you made game mechanics slightly different for every photo. but hey, would have been an even better ride with more difficulty!
it doesn't really make sense that i can cancel and try again any move, even after a combat, but i can't if it's lethal. you either allow no mistakes, a limited number of mistakes ( you can go back only once in a game or maximum 3 moves or whatever) or "punish" everything.
i am 10 minutes in and i can already sense that this game got a definitely massive dose of love and passion from his developer. in the end that's what make a good game.
sequel would be awesome if the opponent could be as nasty as we are. just dropping bombs and rushing istantkill the enemy, what if bombs were less effective and enemy could downrush us too?
i don't think enemies dropping coins and mana potions add much to the gameplay. they already gives you 15 coins when you kill them, why would they drop stuff for me to just click on it? let us build some strategy around this ( ex: to loot them you have to build/unlock a special kind of tower) or remove them in the next title.
scrolls are a broken concept. i can enspare, chicken, frighten the boss 25 times. too powerful. remove them, make them disappear after 2 waves or add a cap ( like 3) of unused scroll allowed on the ground
Thanks for suggesting, I added it to my todo-list. :) EDIT: I added a "don't skip during boss waves" option to the latest dev-build. Auto-skip only continues if the total amount of enemies is 0 during a boss wave if the option is enabled. (http://www.fs-studios.com/games/perfecttower/index.html)