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Awesome twist on the concept ...
... can upgrade window be small so I can view the game, I've spent most of time in upgrade window, which sucks that I cannot see the actual playfield much,
highly unbalanced at this point , interest comes too late and is useless (0.1% is too low - 5%/10% would be likely to make difference ) , some dynamic skills which would build up damage/hp/speed would be nice (or just make prestige bonus pile up)... probably seems wrong , 10% chance but is does not happen so often .
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The game crashes 10 seconds in, the error message i get is wall of warning messages, bug reports, and random numbers and stuff. This doesnt happen on any other unity game for me so im really not sure what the deal is.
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Stuck at lvl 26... from level 22 and upwards, money rewards don't keep up with increasing difficulty.
Here's a typical run for me: I start by dumping all my starting cash($428) in $/wave (= 36$) then dumping all the rest in $bonus (=7%), from there I try to keep damage and attack speed just enough to oneshot enemies and kill before I get damage. By wave I have $bonus=30% and $/wave=40 18. I need to upgrade damage twice to keep up with enemy hp... so I tend to start focusing on other offensive abilities like multishot and rapidfire... but it's not enough... by wave 26=27 I most surely die... I can't kill them fast enough and I don't have enough defensive capabilities...
Or maybe there is an OP build that I'm not seeing...
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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." Happens always around waves 40 - 50 :(
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This game is amazing for your first game the only problem I have with this is it doesn't tell you how you can get more starting money.
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can't play on 4x mode or else my tower just dies that round because enemies are comming faster and together more than they should and tower isn't shooting fast enough to compensate.
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The game freezes with the following message: "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"
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The difficulty scaling vs low income amount and high quantity of upgrade nodes feels pretty constrained. Also the % bonuses are so low that they are not worth it hardly ever.
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I wish we got more than just a start bonus for dying.
Maybe a really small permanent bonus to damage, attack speed or some other stat?
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electric change, at 25% for 14 rounds i got ~5 or 6 kills with the aoe damage, enemies are to spread out for this effect to be useful
Lifesteal, same problem as all defensive upgrades, if the enemy is hitting you past level 20 your going to die. its to expensive to increase your hp pool relative to the damage you would take and to expensive to decrease enemy damage.
defense upgrades- need a flat damage reduction one for early game. the defense upgrades generally need an overhaul, but i can't be more specific until the income issue is fixed.
The targeting algorithm is part of the problem with aoe abilities and the slow based mechanics. if it focuses down each block then moves to the next one it doesn't help me to slow down the block between each of the 2-3 shots it takes to kill it.
Overall a good start, please fix the income not increasing as the levels get more difficult and upgrades get more expensive. Everything else will be largely effected by the income changes.
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Upgrades that seem to have no worth at all:
Attack Range goes up .1 meter per upgrade, does not increase the dps time enough to be worthwhile. might be worthwhile after income is fixed, another way to fix it is reduce the starting attack range to ~1-2 meters and increase the effect of the upgrade.
Missile speed, the tower automatically doesn't waste shots there is no reason for this upgrade. its not important to kill the enemy faster with the shot, but to shoot more.
ice chance attack, the enemy does not live long enough for slowing its move speed to be important, nor does it live long enough for it to be important that its slowed. possible fix, slow the enemy base move speed and reduce base attack range, increase enemy move speed a small % each level. This still wouldn't really fix the issue though as the targeting algorithm focuses 1 block down at a time, so it would still die before the slow meant anything.
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So far starting with +~600 blocks I've gotten just barely past lvl 41 and if I'm not mistaken the number of enemies spawning per wave, and the blocks per kill have not gone up. This makes it impossible to proceed. you can only spend so much on increasing your income, and the interest upgrade does not provide enough to be useful at all in this regard. The defense upgrades are also 100% worthless. you would have to get them up to ~lvl 50 and dump a ton into hp for them to have any worth. Far to expensive to be useful. As it stands the main issue is income not changing as the levels get harder. It becomes how efficiently can I spend what I start with, not how do i want to spend.
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It's nice to know that the developer is listening to his or her fans. I would be cool to see the health bar above the bosses. That would make it easier to tell if the bosses will kill you.
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how about returning spent gems on death so there worth spending at low amounts rather than hording for a useful bonus
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The game keeps crashing with exception errors, maybe because I'm using Chrome? Is there a save file I can move to firefox to try there? TY
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Nice little game, depending on the end goal of the game. If you don't want an "ending" to the game, you need to make the progression bonus additive or you will end up having to balance every level of the game, instead of just increasing difficulty and letting the additive bonus handle balancing. - If you want the game to have an ending, you need to balance all the levels to that ending to let people get there eventually.
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Loving this game so far. Would be really nice to see a pause button so I'm not constantly in the menu while the action goes on without me.(I am aware there's an opacity slider in the settings but I still feel like I am missing those mesmerising lil guys ^^)
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A bug is occuring quite often on the 4x speed. The game crashes when there are: 1) too many monsters around you, 2) the nova spams two or three times in a row. Sometimes it happens after a minute, sometimes I can do a run of 15 minutes. Other than that I love this game :).
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Bug? I died at wave 40 boss because my tower stopped attacking him when it had 1.75/581.31 health remaining... anyway, nice game, great potential 4+/5
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You can NOT keep your damage up with the rate the enemy health grows. After some time you need to focus on killing them in two hits and later it gets even worse. At that point the extras every few shots come in very handy to kill your enemies quicker and you need the defensive upgrades to stay alive (or invulnerable). Especially nova is great if you can get the %age up. However, with the current low health, if you're not invulnerable you won't survive long. There's a seperate upgrade for each enemy type because they're way more powerful than the universal defense upgrades. I had a game relying solely on defensive upgrades in v0.02
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@Redd500; in my current experience with the game, although I haven't yet made it past 100, the other abilities are very important after you get past the first bit. Attack speed and damage don't scale as fast as enemy health, even with high investment in resource bonus and resource/wave, so once you hit that breaking point it becomes important to have a solid defense, because it is inevitable that enemies will eventually be able to make it your base. I've found that with decent investment in health and regeneration, as well as some defenses, it's not too hard to slow down enemy damage to the point where it takes more than one enemy reaching your base to kill you. In fact, the last few matches I've played I've finished as a result of the game disconnecting and not dying, while before that it has taken enemies a moderately high amount of time to break my defenses. Once you reach this point, it's also helpful to have disruption abilities like gravity offense, earth offense, or air offense.
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So I got a message saying an exception has occured but exceptions are disabled in this build ending up crashing the game.
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I am impressed by how fun this minimalistic game is! :) Suggestion: Have the current wave's "stats" appear in a box so you know what you are facing that wave. (It would be MUCH more helpful than the current tooltip-- it could be like a perma-tooltip that doesn't require me to aim.)
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I love this game, but I still think its a little bit too hard. I think the price scaling is a little off. If you fix that I think it would be better.
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Research Upgrades - These are fine for what they do. Not useful for surviving so don't use them if you don't need research.
Gambling Upgrades - These are too expensive and give so little. I can spend a bunch of resources to get a 4% chance per wave to get a random offensive upgrade, or use that money to buy a bunch of upgrades that I can choose myself.
Interest per wave - Too expensive and ineffective. Increases by .1% each time, meaning you would need to save 1000 resources for 25 waves to even make back the original cost.
Gem Chance upgrades - Fine for what they do, like the research upgrades.
So many of these upgrades are useless compared to Attack speed + damage. I would recommend different currencies for offense and defense if only to make defense actually worth using over offense. I wish I could come up with other ways to fix the problems I see, but I can't honestly think of any. Sorry.
A huge thank you for this gigantic feedback. Since you put so much effort into writing this I had to take a break to answer you. I have to agree with almost everything. You are absolutly correct about missile speed being useless. In the first release (0.01) the missiles didn't automatically correct their flight path. Thats why a higher missilespeed was required to hit faster enemies => now useless since the tower predicts their death and missiles always hit. Most of the upgrades are useless at the moment since there is only one enemy type (two including the boss type). The final version is going to have serveral different enemy types and enemy behaviours (for example electricity enemies will randomly teleport around/avoiding missiles, earth enemies are going to be slow but tougher, air enemies are going to fly/immune to knockback and so on). I still hope you can enjoy the game until the next big update is finished. :)
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Fire and Darkness Chances - Again, if you can't kill something in one hit and you need to rely on chance to kill them, then you're going to die.
Ice, Earth, Air, and Gravity Chances - If you need more time to kill one enemy, then the other 20 enemies are going to kill you.
Electricity Chance - Don't rely on chance to kill enemies or you're as good as dead.
Nature Chance - Healing means your offense is failing and you're going to die sooner.
Anything that works on a percent chance to happen - Why waste resources on chance when you can put it towards guaranteed results like attack speed and damage?
Only separate defenses for each type of enemy - Why? This just makes defense even more useless and requires more resources spent to even make it not suck. It's not like you aren't going to get every type of enemy at some point, so why bother specializing?
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Crit. Chance and Crit. Factor - If you need to rely on a critical in order to kill an enemy, then they're going to swarm you because you aren't always one-shotting them.
Attackrange - 10 cubes for a .1 increase is pitiful and it gets even more expensive from there.
Missilespeed - What is this even for? There's no bonus to having your bullets hit sooner, so why have this upgrade?
Multishot Upgrades, Rapid Fire Upgrades, and Bounce Upgrades - These are the same as critical hits but for attack speed instead. If you need to rely on chance to kill all the enemies, then they're going to swarm you.
Lifesteal and every Defensive Upgrade - These are backup for when your offense fails, but that means you're spending resources on things other than offense so that means your offense will fail faster meaning these upgrades are worthless.
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The major issue with this game is that there is no strategy because every upgrade besides resource bonuses, attack speed, and attack damage is completely worthless for survival. Resource bonuses should always be a priority in these games because they're supposed to provide more benefit for late game, so these are fine. The problem occurs because the only way to survive is to one-shot enemies as fast as they get to you. If you aren't one-shotting them, then they're going to kill you, period. Now to talk about why every other upgrade is worthless.
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game does not launch on firefox or chrome under XP. make sure your textures aren't a million megapixels each, and find and set to minimum all memory requirements in unity
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It would be nice if when receiving a random offense/defense/utility upgrade from the utility upgrade giving that ability, there was a clear indicator showing what got boosted, if something did.
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can you make something like speed x8? because i am already really far, but the skipping is a bit too slow for me. So x8 would be a good solution! Lets say you can Unlock it when you reached +1000 resources for a new game.
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A huge problem, game will crash around wave 90 with a WebGL error saying there is an exception but handling the exception is disabled.
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Thank you very much for all your responses. I am currently working on the game so I have a hard time responding to every single comment. Those who have not received an answer yet: I didn't forget about you. I read every single comment. As a thank you I am going to give you a small teaser of the prestige update which should reveal a part of what I have planned. I am going to upload it as soon as it feels ready (could be tomorrow or even today). I don't want to rush it and break everything again. Thanks for your understanding. Image: http://www.fs-studios.com/games/perfecttower/teaser_0.06.png (graphics are not final)
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Game does not run in Firefox 44.0.2 with Unity 5.3.4f1: "NotFoundError: The operation failed because the requested database object could not be found. For example, an object store did not exist but was being opened"
Any way to fix this?
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I found a bug: If you switch to another tab, your tower will die.
Build which can take on wave 30 with ease dies in wave 8.........
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Great game.The only problem is, there is only 1 valid tactic: I. Start bonus = res/wave. II. Attackspeed = 3 III. All money into DMG. THis is ridiculously effective compared to everything else! You can research 5 tech/run with this easily, going over wave 30 on 5.th run