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I hate that going damage focused is the only way to go. I'd like to make a defensive build to stall a lot of cubes and then hope for that nova to finish a lot of 'em at the same time, but opponents will always outdamage our defenses. :\
It's incredible how everyone has their own strategy in such a short amount of time. Some people tell me its way too easy while others think its too hard. I think I need some kind of voting poll. ;)
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I think that for now, progress is still too slow. I need about 10-15mins to get to around 38 lvl and starting resources increase from 455 to 480. For me, it's too slow.
Thats strange. The game allocates 256MB at the start. I don't get it why some people receive the exception "out-of-memory" while others have problems allocating the basic amount. Thanks for reporting anyway. I'll do my best to fix this.
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I'm loving it! 5/5 However, there are some options that would it make even better... Auto-skip: Option to skip a wave when enemy count hits zero. Auto-upgrade: Option to check off upgrades that will be automatically purchased as soon as you have enough resources. Lower quality mode: option to decrease the number of particles! I've got 32gb RAM, and still get a memory overflow error if I call multiple waves at once. I'm guessing it's because elemental attacks spray particles everywhere, plus killing a bad guys breaks him into dozens of particles... that plus multi-shot, rapid-fire, and bounce can send my particle count into the hundreds of thousands when they're packed in tight.
Thanks, I am currently working on all the performance related issues. Don't worry, the memory error has nothing to do with your system ram. It's some browser/WebGL conflict. The game reserves 256MB of memory at the start but I think it overflows when too many enemies/particles are on screen at the same time. Please check out the quality settings in the latest version if the problem persists. (I wrote the auto-skip idea down.) :)
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I really, really wanted to like this game....awesome concept! But it's a constant grind-fest and having to respec all over again every five minutes really stinks. Make a "save starting build" option (where we can make our initial build just once, then use it every time) and this would be 100x better.
Seems like we had the same thing in mind. The blueprint system which I implemented in the newest version works this way. You can buy PERMANENT upgrades with a different currency. I am going to add the option to import/export/share blueprints in a later version. :)
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"An exception has occured, but exception handling has been disabled in this build. If you are the developer of this content, enable exceptions in your project's WebGL player settings to be able to catch the exception or see the stack trace." Three times mid game for apparently no reason...
Thank you for your comment. I am still going to implement a lot of features so I am only going to fix/balance game breaking issues at the moment. If there is no way for you to progress further please send me a PM. :)
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Got an exception error twice that crashed the game. The error said that exceptions were disabled. Not sure what it means, but thought I would let you know.
All the exceptions referring to the "developer" or something like that are internal messages from the unity WebGL core. Please check out the latest version if the problem persists and if the error message is now clearer. It seems there was a bug with the error report system in 0.05b.
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game data does not autosave. noticed that undefinable spider had that issue too which is the main reason i stopped playing it. i am a big fan of this game, so it'd be cool if a save function was enabled
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Pretty cool game. Like the simpleness of it. It can be addictive. One thing I think would help is to improve the incremental increase in amount of cash to start. I ran 20 games and am only at 500 starting cash. That may seem like a lot but it is only about 4 rounds of cash earnings. In another post you said you should be at wave 100 after the 4th attempt. I might be doing something wrong, but I am nowhere close to that. Ran 20 runs and am at wave 41.
Thank you very much. Well, that was my initial goal but I think most people don't seem to like it that way. I'll try to implement all planned features before I start with the final balancing. I hope you can still enjoy the game at the moment. :)
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Started a research, got killed with 15 seconds left. Now I have to start the research over. Lost that gem. That is plain dumb.
I still don't know exactly what causes the error. All I can tell you that the game tries to reserve 256MB of non-fragmented memory at the start. Please check out if the problem persists in the latest version when playing on "low" settings.
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"Buy cheapest available" and "Buy all cheapest" buttons would be insanely appreciated to reduce clicking for us, all-rounders :'D.
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Love the game. Current bug: 4x does not scale appropriately with 2x or 1x. Always die with 4x on earlier than without. Something is not registering appropriately.
Also, I enjoy the difficulty - it's currently a master tower defense level game.
Thank you. All events are based on the time since the last update and the current update multiplied by a factor. There could be an issue with the physics because I don't know exactly how unity manages the collisions internally when speeding up the game. I will try my best to fix this.
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tried to skip too many times after maxing out offensive, and it crashed. by the way, currency needs some kind of abbreviation once it starts going into the billions, else it goes offscreen.
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Also an interesting thing to note is that with 100 gems you can get 10% gem / kill. Without the gems in interest you can still get to like wave 50 I think, by which point you'll have gathered a good 200ish gems. Idk what the maximum number of upgrades is, but I guess you can just do gem farm runs until you can upgrade everything to max.
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The best short-term (~100 waves) economic strategy I could come up with is to go for 3-shot kills (attack speed ~7.0 and keep attack damage at a third of the wave's health) with 10% multi-shot chance (and 3-4 multi-shot targets) and 10% critical chance (and 1.5-2x critical multiplier). Resource per wave 32 and all your gems in interest -- though only do the gems in interest thing after you've accumulated a lot of gems from research runs (runs where you focus on research and just play with 1-shot kills and low attack speed). For longer runs I imagine going for higher number of shot kills is more economic, though I've no idea what the sweet spot would be. I am pretty sure however that the overall most economic strategy involves high attack speed and 10-15% chance attack modifiers.
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I played it for about 15 minutes, it's a neat concept, but it's rather boring because it's so obvious that only fire speed/damage matter, with fire speed losing value after it gets to a point because if you're not one hitting enemies you'll lose.
I could see an idle TD working, but this isn't really fixable.
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Suggestion: Add an alternative key for CTRL to buy with gems. People with apple computers can't ctrl+click -> it's a right click.
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You definitely need to increase the purchase price of upgrades when using gems. I used something like 300 gems to upgrade resources and interest, and now I'm so powerful it would probably take 3 or 4 weeks before I died, and that's if I just left the game alone on 4x speed. It was a pretty fun game, until I figured out how to 'beat' it :)
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I am running Firefox 45.0.1 (as far as i can tell, the latest) but when loading the game, i get a 'popup' which says something to the tune of 'this game requires a browser which can run WebGL' and then suggests i install firefox. Then, after i click away this popup which blocks access to the rest of the page, it sends me back where i was previously. there are two problems with this:
1) I AM runnin firefox (see above)
2) By blocking the the page, and then forcing me back, it prevents me from reading the comments (without brute-forcing my way around which was laborious)
Until either the popup gives actually useful information (like, say, "you need to have WebGL installed" for instance) or the popup doesnt block access and then send me back to my previous page, this gets 1 star from me. - If you are going to have error messages, make them useful
I did not write this error message. It seems to be embedded in the unity WebGL core. Still trying to figure out a workaround since I am not allowed to modify the unity source files. Thanks for explaining the issue very detailed.
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One would assume that by spending Gems to upgrade something (by pressing Ctrl), that the upgrade would be permanent... so maybe that's an idea?
Sometimes it takes a long time to load. If the screen is gray it means that the Kongregate API is loading. If the background turns from grey to black it is starting to load all the game resources. What browser/version are you using?
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Once the money goes out of the screen it eventually goes negative and you are screwed. No cheats needed. Just save up a few hundred crystals then get max interest and crystals per kill maxed. Keep pumping resource bonus % from there and you'll eventually never be able to spend the money until it grows so high that you can't see the entire number. then suddenly it's obviously a negative number because the number starts decreasing as you kill...
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IMPORTANT: the exception error COULD be related to the "rapid fire chance" and/or "bounce chance" skills: I did 3-4 runs where I had the error around waves 40-50. Then I started a run leaving those 2 skills at 0% and I was able to reach wave 182 when the error appeared (but now I maxed almost everything so an error so endgame is pretty normal)
IMHO the game is too easy: once you unlock the "gem chance/kill", you can farm more gems that you can spend. Once you unlock this skill, you can start the endless run (stopped only by crashes)
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Memory error popup at lvl 57, my best run and ~100 START BONUS GONE.
Goodbye. Next time, f******ng test the sh!t instead of blaming WebGL (I have 16GB RAM and none of this happens in 100x more complex WebGL games). 1/5 for trying to frame WebGL for your own faults.
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Getting an error:
An exception has occured, but exception handling has been disabled in this build. If you are the developer of this content, enable exceptions in you project`s WebGL player settings to be able to catch the exception or see the stack trace.
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I really like the game but if i have another tab open at around wave 20 or so it gets really laggy. But i guess there's nothing to do about that
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Rework the extremely low % chances to proc stuff. You die almost instantly due to poor scaling, so we can't rely on low procs to kill enemies. Steady damage and speed is the only thing worth upgrading at all. Make everything else 100% active and vastly nerf them so we can level them up to gradually make them stronger.
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The idea is fair enough, but the overall execution leaves much to be desired. Having the entire upgrades only accesible via a gameplay screen blocking panel is never a good idea. I am either seeing my stats or the game but never once at the same time. More than often I die because I have the panel opened, or I am closing the panel to see whether I will die or not after not purchasing an upgrade, or purchased one I did not need at all to begin with. Also, having enemy health lower than my damage but still will not die because of an invisble block stat is horrendous to deal with. The prestige system as is makes the game a grind at first and never having to grind again after several runs.
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Can you make it easier to see when what is used?, i get the colored bullets but i am almost never actually watching the tower, just how fast it is destroying and whether im still doing enough damage to each of their healths. Maybe in the actual offensive UI make the respective bullets being used light up?, like a fire shot has been used and its crit button flares up red?, and this is just a little thing, not game necessary
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It would be nice if circles were drawn to show bounce radius, nova radius, and splash damage area. So far, it's an enjoyable game. 4/5
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The game is still way too unbalanced and hard. I have a starting bonus of 231 and I can barely make it to wave 30. At that point, you have to put basically all of your resources into attack damage or you won't survive as you won't be able to 1 shot them anymore. That is basically it. When you can't 1 shot them, you seem to lose as they can't be killed fast enough even with an attack speed of over 3 per second.
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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?
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I find myself just stacking attack speed and damage because I can't really afford anything else without falling behind in damage.
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The game is a little too hard in the later rounds, like from 25 on. The health of the enemies are increasing too much.