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The browser could not allocate enough memory for the WebGL content. If you are the developer of this content, try allocating less memory to your WebGL build in the WebGL player settings.
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its not too hard but it is a little slow progressing... level 42 is my max in... 2-3 hours... and i start with 500 cubes...
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Nice to see that an update is coming today haha.
I like this game despite its simplicity but as others have made clear, after about wave 15 (with about 500 starting bonus) YOU MUST have invested everything in resource/wave upgrade and pump everything else into damage and attack speed if you wanna make it past wave 20... only to die in wave 22 LOL. This is because the damage upgrade cost doesn't scale well at all with enemy health increase but it isn't impossible to go far in this game if you grind a few hours. m not asking for ability buffs, just either reduce cost per upgrade or decrease enemy health gain per wave OR make the defensive tab useful because nothing there will help. Good game imo 5/5.
Thank you for your feedback. I tried to keep my promise and released the first part of the prestige/balance update. I also added a new type of enemy which should increase the usage of defensive upgrades. I'll release a smaller update which fixes many of the small issues exploits soon. :)
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I'm finding that if I switch tabs in chrome, I die really quickly, but I clear the levels with ease if I just leave it up on screen.
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For your first run, keep it simple. For the first ~14-18 waves, get just enough damage to one-shot enemies (you can see their health on the top), just enough attack speed to kill them before they reach your tower, and spend the rest mostly on resource / wave with a little on resource bonus. Then just drive your attack speed and attack damage up really high; you should have no trouble reaching a mid-30s wave before dying.
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For those who look for pause button: Go to settings, uncheck (if checked already) "Run in background" option and click outside the game frame to make it lose focus.
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Just for people asking how it's possible to get past 25 fast, try with different builds. Make investments, people now a days just want the answers handed to them but then it wouldn't be a game would it? I easily got to 100 yesterday within rounds of the game, and now today with the new update its even easier! (I did a hard rest). Good game, excited to see how you change it. If anyone as any specific questions I feel like I have a good grasp so far and I can give some hints on how to get further. My first hint is investing goes a LONG LONG way in this game.
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I think the game could really use some goals and random rewards throughout gameplay to "keep me hooked", there isn't much to explore when beating levels, and the enemies seem to be quite bland. All I'm suggesting is interesting enemies (hopefully very graphical too), and maybe some random buffs gained until the map is lost (Something like 5% attackspeed, or random ability getting cheaper for this reset)
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Started this game at a 3/5, but even just coming back a day later there is so much more added in such a short span. Constant updates and good developer reaction to player feedback made me switch this to a 5/5.
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im on 24/41 tech +436 starting bonus. when the health multiplier reached +1 or 2 each round, im done! im screwed! there just a battle of attrition where i cant win at all. ive done many variations of playstyle, defense, offensive, economical, and mix of offensive and economical (upgrading incone% bonus once each round, upgrading starting bonus if possible, and upgrading attack/defense if necesarry. and the starting bonus that i got, gets more less each time and the grinding makes me feels like ive gain no progsess. it would be nice if i have stonger prestige bonus or permanent bonus perk. oh yeah, bosses gives only 1 blocks. [im playing on version 0.05b]. well thats all my thoughts. its a great game after all. its either i suck or theres better stategy/research to make. so yeah thats all
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tried it again, same result. it seems as though the cubes appear at the edges of the screen and then clip under the map. running on chrome.
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A pause before wave 1 would be nice, so I can spend the amount of startcubes I get, alternatively a system where I distribute my startcubes automatically, preferably in a way defined by me.
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WTF dude. Every time I get to higher waves I get an error that freezes my screen and i lose it all. It's the third time it happens, unplayable
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would be rreally cool, as well as make some more sense (like mathematically speaking) if tower RANGE would also be a research (since it's slow grow and very expensive, something you could spend extra gems/time that would still affect your early game since before it's other offensice upgrades it doesnt boost damage that much yet makes you feel stronger, since it's not as rewarding in itself yet cool
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Hmm i'm not sure if i get it, but do i have to rebuy all the stuff each time i die? Thats a lot of clicking. Can i save the setup somehow? So i don't have to buy everything again from the scratch?
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Refreshed and boss give 25. About defense skill, I havent used much of them cuz i feel that defense is worthless. Seeing that all resistance are separated and giving a really low % (for color, its easy to tank white tho since you have Defense(Abs) that is base value). At least, Alpha 5b give me more fun than yesterday, so for me its a good rebalance but still, i feel like im hitting a wall and the only way to pass it is collecting shit load of gems and upgrade with gems. Starting money is nice but income became hard to get pretty fast. Even if i put pretty much all my coins in Resources/Waves and Resources Bonus. Maybe if cubes was giving 50% more resources per 10 waves (that would give us some exponential chance)
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My previous comment was still on 0.05, hp scaling is a lot smoother now. The price reductions also makes it a bit easier. Wave 27 and still well ahead of the curve.
Ok, thank you for your response. I hope this version is stable enough to last until I finish the planned prestige system. I promise you won't regret all the waiting. :)
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Boss are nice but they kill the income since you get 1 income from it and you should had get way more from a regular spawn.
Are you 100% sure? I checked the code again and they should actually reward you with 25 resource points. I will check it again in the live version. Thanks for mentioning it.
EDIT: The boss rewarded me with 25 resource points in the live version. Did you do anything specific in order to receive less resources?
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I'm currently at 30/41 techs, +592 starting blocks and I get utterly crushed around wave 25, as soon as the tower needs 3 shots per enemy to kill them. If the aim is to get to round 100 on your 3rd/4th attempt, I don't see how (yet). Still plenty of upgrade variations to try though. It does seem that defensive options are useless, since as soon as the blocks reach your tower, it's game over.
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If each gem you spend on the basic stats persisted through resets raising the minimum level of that stat then the game would probably appeal more to my idle sensibilities
I actually planned a "blueprint"-system where you can build a pre-designed tower with a special currency which allows you to buy upgrades permanently. :)
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-There's still a fine line between 'full health' and 'game over', I die the round I start to lose health or the next, reduce the attack of enemies or make tower health cheaper
-The starting cash seems to increase with a linear or even declining curve while playtime per round increases and enemies grow exponentially stronger per wave, makes me hopeless (have you played frantic frigates? that game did it absolutely right)
-The game needs another startbonus other than just more cash, some info on how it's calculated would be nice too
-The game looks rather simple but makes my laptop consume energy like it's playing a full 3D game
-Death prediction fails if the damage is less than 0.1 more than the health
Thank you for feedback. I think I will focus on bigger updates now because the last update showed me that even a few small changes can render the game unplayable. If the latest update (0.05b) is playable, I am going to add the final prestige system in the next version. About the performance issue: I am going to switch to mobile shaders because Unity does not seem to do this automatically and since the default shaders are written for standalone PC games they consume way to much GPU power. Could you send me a PM with an explanation how the death prediction failed exactly? I would like to fix this but I can't reproduce it.
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The display of latest wave hp and damage is a very useful addition, thank you. No more need to click on a unit every single time.
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Wow what a step behing from yesterday. I guess i havent find the right used of upgrade because now, the game is just no fun to play with those unbeatable cube. Attack of cubes are way to strong making defense upgrade useless, speed of cube is way to fast to try to go on attack speed upgrade. The income is really low so every upgrade counts at first. Math speaking Incremental (cubes) vs linear (our upgrade) is unfair. Would be nice to have 3 cube style. Tank (slow,high hp,med dmg), Normal(med speed, med hp, high dmg) and speedester(high speed, low hp, low dmg)
I uploaded a new version a few minutes ago in which I reverted some of the balancing changes. I also added a 'boss' cube every 10th wave which has 10xHP and 3xDamage compared to normal cubes. Please check out if it is still too hard. The multiple enemy types is a planned feature. :)
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health upgrades are completely useless waste of resources - if block are able to get to you, you are dead ... because you are getting 1 resource per block only upgrades you buy are - damage, attackspeed, missilespeed, attackrange and resources per wave, upgrading anything else on beginning means you lost fast ... percentage resource bonus seems retarded, you always get 1 [one] resource per bloc so that fat cash spent on f.e. 15% bonus seems to be wasted ... and about wave 20 most needed upgrades [damage, attackspeed] to continue playing started to be to bit to expensive in comparison to gained resources [you still get 1 resource per block], so i don't think it is possible to get over wave 50 in any reasonable amount of time [hundreds of grinds ?]
Hi, Thank you for your feedback. Of course you gain the resource bonus if it is below 1. It accumulates in a temporary pool until it becomes equal or greater than 1. So if you have a 15% bonus you are going to receive another resource point every ~7th enemy you kill. The bonus also affects the resource per wave in the same way. I will release a quick balancing update within the next hour. Please tell me if it is better then.
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game is highly unbalanced. after wave 17 atk of the blocks is too strong from wave to wave and the upgrades are too expensive.
Thank you for your feedback. Which round have you been playing? If this was the first then it's very likely that wave 15-20 is going to be very hard. I am going to release an update within the next few hours so please keep informing me about the current balancing situation. The balancing goal is to barely make it to wave 100 after the about 3-4th attempt.
When pressing the x4 button the whole game speed is multiplied by 4 including everything (even animations). Could you upload a .gif or a video which shows the different speed-ups?
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in the first round there are enemies, round 2 none spawn. currently on wave 18 with 600 living enemies but none on my screen
I am terribly sorry to hear that. If I had known that WebGL is causing such a lot of trouble I would have chosen something different instead. I might add a standalone/mobile version if the problem persists in later versions. :(
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Suggestion: Make it possible to change to scientific notation, especially for white blocks. Every number with more than 7 digits is cut off the screen.