I only buy increase pixels per click and on level 29.
80 clicks later i'm on level 32 which doubles pixels/click. 38 clicks later i'm on level 35 which doubles pixels/click. 22 clicks later level 38. 12 clicks lvl 41. 6 clicks lvl 44. 4 clicks lvl 47.
Then it hangs because of a while loop in radiusneedsfunc().
@Top60 Yes, the homing missiles make the game, but its not about the money, its about dodging the bullets.
That is, on hard mode. I wasn't aware of survivor mode. I'll try that to feel the difference.
Its a bit out of balance.
Play for 5 minutes and got the 5 upgrades. Switch to Ads and activate the upgrades. Money and followers increase intensely and with each new ad available press "Buy All". Within 30 seconds I've got "Banner on the moon" and ad income totaling to 911M/c.
When the effect of the upgrades ware off, the followers/income returns to normal which is not even a fraction. A reset is the only reasonable option.
The heat outlet should be smarter. It is overloading adjacent components that are already hot instead of routing it to the coolest. I had the outlet surrounded with vents and they popped in sequence.
Bomb balls are not your friend.
I'm on level 4, have about 1200 balls on screen, and the 4th bomb ball causes a penalty wave of about 200 balls. To make things worse the miss detection is faulty causing multiple (or random) waves in succession resulting in 1700-1900 balls on screen. When I manage to get that down to 1200 it repeats all over. Stopped when my score reached 1M.
This game has so much potential. The graphics are mid blowing and give the same euphoria as when I played Total Annihilation. The controls, look and feel reflect the atmosphere of Bubble Tank which I enjoyed playing so much. Both are so close, yet so far apart. What made Bubble Tank truly unique was that hits from both sides had a immediate influence on statistics. Hit and get stronger, get hit and become weaker. This whole concept is missing. You keep playing on (maximum) status until you pop. Incoming hits are taken for granted because scrap just increases life not stats.
You enhanced the engine to levels beyond awesomeness, but it misses the shine. Just as if it were an amputated Bubble Tank 4. The Bubble Tank experience (and code) is there, please don't let that stay in the shadows.
Nice game. However, the strategy to win is too simple, being: Let castles with enemy neighbours grow. All others are used to feed troops to capture enemy.
Graphics are nice, but I still do not understand the economics. A lvl 1 Fink has 200 health and 300 damage and costs 1500. For that goo you get a group of 6 Pokeys with a combined damage of 360. Stronger monsters seem to get slaughtered nearly as quick. Is that worth the effort? A lvl 2 pokey costs 80% more but stats increase with just 10%. Are larger groups of lower level monsters better? I sent groups of monsters to pester neighbours. It cost me hands full of goo but the spills of war are just a fraction of the investment (harvest+time). Attacking is just not worth it. I still have player protection but I guess that defense will just boil down to building a large wall and upgrading the towers to max. What started out promising has now changed. Added to it the constant waiting and not being able to play longer than 5-10 minutes makes this more like a visual candy toy (for the moments you get bored when on the net) instead of a game.
Off pixels are the quantity of pxs you earn when close the window. Edit: Autoclickers bug it's fixed.