So... on level 3, I checked the box saying about 'don't ask again' regarding saves between levels, assuming it would save automatically. And then I died, like 10 levels later. Had to start all the way back from level 3. That's silly - an autosave system is not difficult to implement. Other than that, I enjoy the game a lot! My only other complaints are small screen size relative to ship size, and hitboxes - everything being so big on screen makes it feel a bit cramped, and hitboxes seem to be so large, I'm picking up almost every single bonus and X drop, whether I try to avoid it or not.
Hooray, a boss that heals 2000 HP at a time! Now it's an irritating race to see if you can out-DPS his healing. Not working? Good thing you have a CC skill to interrupt him as a wizard... once every 20 seconds. During which time it's more difficult to hit him, and after which he'll immediately proceed to heal up again. Everything was fine (if a bit stale) up until that point, when it became to irritating to try and work around.
I love almost everything about this game, EXCEPT the way it detects clicks and handles dropped items. The final boss makes this stand out a lot. I have to click several times to throw back a mine even out in the open, let alone if it's hidden behind scrolls & mana potions I was trying to save. And I've triggered items when I clicked on a tower to upgrade, for example.
I want to like this game, but it has a lot more problems than it looks like at first glance. Bizarre, uncontrollable targeting - your unit/towers seem to target the enemy furthest away from them, which is infuriating when you have placed them specifically to create a kill-zone for the enemies which have progressed the furthest. The upgrade system could have had so many tweaks to make it actually good, but it sucks. There is no way to upgrade a regular unit into one of the specialized ones - it can only be done with the consumable. Why not allow units to gain enough XP to convert? Currently, they just reach level 3 and sit there, which is another bizarre design choice.
I really like the idea! As others have mentioned, there are some important features missing, like selling furniture and the like. I think the biggest improvements are more UI/display things. For example, sometimes it's easier to move a couch in to make both painters rest than it is to move each of them, one at a time, over to a couch - this indicates an opportunity to improve selections. Probably the easiest + most convenient method is to give painters hotkeys, and then make right-clicking move them to the mouse cursor. The drag-and-drop method isn't helped by the fact that the camera recenters as you mouse around the screen - this makes it more bothersome/annoying to assign the painters to where you want them.
I really like the art style and the gameplay concept, I guess you'd call it 'Tower Offense.' I did notice some issues with the range of units - sometimes a Sharpshooter could reach something 2 units of distance away, other times it couldn't. I think having a hover-over range indicator for each unit would help a lot when planning out what routes to try and tackle. I also feel like the game was a bit short - maybe user-submitted levels + a level designer would work?
As a lot of others have mentioned, the regeneration is kinda silly - it's the only reliable way to recover health. After that, my main problem is with not knowing what you're up against. I do like what appear to be randomized enemies, in that some of them will randomly have a lot of power, for example. But there is no way to know which one will be slugging you for half your health in one hit, so there's no strategy to avoid it... just instagib. And then if you managed to kill the monster, you have to either wait 5 minutes for your health to regen, or just keep going until you randomly get hit with another slugger that you couldn't have foreseen.
I didn't realize that you could send multiple units on one row until the very last encounter, when you had to. Knowing that ahead of time would've definitely changed things! Spearmen seemed weak at first, until I found enemies I could just punch a whole through at one spot. All in all, I really like this take! My only complaint is how short it seems once you figure it out - adding some depth, and multiple levels/areas to take advantage of that would be awesome.
It's great fun to be able to storm around the map and blast people away with a shotgun. But although the grenade launcher mechanics are also fun, they just aren't effective - you can never one-shot anyone with a grenade.
Elemental grenade rounds are good, but having to pump out 4 grenades into someone in order to proc it is silly. At that point, you're just killing your opponent after you die. If you're using electric or freezing rounds, then there's no point. Same thing with the Sniper - you can be one-shotting people if you use an Intervention, or you can try an SMG with elemental rounds.
Elemental rounds would be useful if they always procced.
I really enjoy the game, all things considered. I just think giving each weapon type a balance against the others for each class, and then also giving each class a balance against the other classes, would make even more enjoyable.
Getting stuck in the side of a rock wall, and slowly sucked inside it without any way to escape... this strikes me as the kind of thing that would be caught very easily when testing the game. But then, the controls aren't great in general, anyways.
Stuff I've noticed:
Sometimes, after you get disarmed once, you start getting disarmed on almost every other attack, regardless of whether or not you are able to gain a respite. Basically, once that happens, your block is now worse than useless, so you're basically doomed.
Also, I unlocked depth 6, but can't see an option to start there! The selection indicator doesn't go off-screen, so it appears that starting past 5 isn't actually an option (it would get pretty expensive to do, anyhow).
The AI is pretty bad about falling off of ledges. This makes a little more sense for the guys that dodge quickly, but not for guys that are just trying to walk towards you, when you've run away from them.