The basic idea you have here is interesting, but the balancing is still pretty bad. Surviving is all about never getting hit and one-hitting everything (but bosses). Because of that most of the upgrades are useless.
I suspect the game can becoming more interesting by making all colors special. Blacks attack in small waves (of 4 enemies or so), but they have a lot of HP and attack. Purples stick together, so area of effect skills are better. Light blues are extra fast, but there are fewer of them. Reds self-destruct when they reach the tower. Whites attack in large, unorganized groups and have few HP (what you currently have for all waves).
Wow, thank you for your feedback. These ideas are pretty good. I already planned a unique behaviour for each element. I think I am going to experiment with some of your ideas. :)
EDIT: Did the tank-type enemy change anything regarding the defense strategy?
In my opinion the update did help balance the game, but it needs some more. At the moment it's possible to rush through the beginning of the game without thinking too much about your setup: just place the better vents around your cells. The heat exchangers are also a bit too weak. They have about the same price to heat movement ratio as the heat vents, but they don't get rid of the heat. For the later cells, the heat vents and exchangers are completely useless. A single nesfastium cell produces 2.8M heat, while the exchangers can only get rid of 10% of that. My suggestions for balancing: increase the prices of the last three heat vents and exchangers, but also make them more powerful (especially the heat exchangers). On another subject, maybe add a few example generators in the help to get people started. When you try to make those, also search for any other balancing issues.
I believe the game deserves a higher rating because the developer is so involved with the players. She (or he) replies to almost all comments and has so far updated the game every day based on the feedback. You really get a 5/5 from me.
I have the same problem as TripleFactorial. I also get a white screen with a green S in the bottom left while the music is playing. I already tried it on both Firefox and IE. I also checked and I have the latest version of Flash. Reinstalling Unity also didn't help.
Green>Green>Green>Green>Green = Sentry's Gargoyle, Green>Blue>Pink>Green>Blue = Party Time, Blue>Blue>Pink>Pink>Green = Stanky Jump, Pink>Green>Blue>Blue>Pink = Fireworks Galore, Blue>Green>Green>Green>Blue = No HUD, there's one more cheat. NixorSwe deserves the credits for finding the first four.
I really enjoyed the game. I personally though the game wasn't too hard. It's pretty chalenging, but doable with enough patience. 5/5 for me and keep up the good work.
I noticed that every set of 7 levels has it's own snake with it's won upgrades. Also, energy (that's required for the upgrades) gets shared along all the snakes. So the energy you earn with the first snake can get used to upgrade the second snake. The first few levels are very easy compared to the later levels, and the later levels are often next to impossible without soms upgrades, so don't spend too much energy on the first snakes. It's lots more useful for the later ones. I wish I knew this earlier, because I spended lots of energy on the first snakes, and now I have to grind energy to advance, which goes very slow. I still really like the game so 5/5 for me.
This is the worst game I ever played. The controls are bad, the story is ful of grammar mistakes, and the enemies aren't even dangerous, and they don't even look real. Furthermore, it looks like you made this game just to boost your ego. That's really low in my opinion. And making multiple accounts just to rate your own game 5 stars also doesn't make me respect you any more. 1/5 and I recommer everybody to do the same.
hahahahhahahah such a dumbo. i didnt make any accs to rate my game 5/5. people played my game and thought it was good, so they gave it 5/5. and i forgot something: its *full not ful.
A very fast way to raise artistry (which raises the chances of succeding in crafting) is to open the experient tab in crafting, clicking on a resource you have a lot, then hold shift and click on a spot of the grid. Then click on combine (while keeping the shift down) and click again somewhere on the grid (still keep the shift down). Keep doing that and your artistry will get raised in no time. This also raises scavenging quite fast.
Even though this is a pretty minimalistic game, I really enjoyed it. It deserves my 5/5. I hope you'll keep working on it, and will eventually publish the ful game.
Beautiful little game. The music is beautiful and fits the game well. The gameplay is original. Sometimes it seems like the hitboxes are slightly too big. Also, I didn't see the use of collecting coins. For me this game still deserves a 5/5. The game did remind me a bit of the company of myself, but that doesn't trouble me whatsoever.
I didn't like it the game already started before I knew it. Also it took me some time to learn how to play this game. Furthermore, because platforms only appear a few pixels in front of you, this game is more luck than skill based IMO.
I think I fount a bug. In level 13 I use a 'is empty?' after the start and some other things, but when it reaches the input of 00, and that one reaches the 'is empty?' it goes through the green arrow, and the input becomes **.
Wow, thank you for your feedback. These ideas are pretty good. I already planned a unique behaviour for each element. I think I am going to experiment with some of your ideas. :) EDIT: Did the tank-type enemy change anything regarding the defense strategy?