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Managed to make it to wave 1057, idling from about 300 on, before out of memory glitch hit. Defense upgrades are pretty worthless, since enemies are hitting for several billion damage after a while and my health gets way too expensive after about 20,000. If defense costs were reduced and effects boosted some more so that a defensive playstyle is more feasible, or at least a balanced playstyle, that would go a long way towards giving the game more longevity.
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Air offensive (knockback) seems too powerful and has a glitch. If you are firing super fast, you can knock the enemy off the edge of the map, despawning them. you lose special resources this way.
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Can there be a bonus for skipping? If you skip before defeating all the cubes on a level, you don't get the interest for them.
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The hp of the cubes in hard mode shouldn't be just 3 times the normal one, it should also increase faster. Like it is now it's too easy and basically the exact same as normal mode just a tiny bit harder for massively better reward.
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Okay, I have been playing this game for a while. I think I found a "problem" with the game. Once you have enough blue cube to lvl up your attack speed until it cost 4 and you lvl up multishot and rapid fire ... you will sky rocket in getting blue cube. Let me explain. I know the math is not exact but it will be faster to explain my point. Let's say 10 % rapid fire for 2 sec. And you shoot at 4 attack per second. That's roughly 40% chance to get rapid fire per second for 2 sec. And once you get rapid fire ... I don't know the attack per second rate but it's hella fast ... SO you stay in hella fast shooting from there. With multishot at 10% at 10 target .... well you shoot everything that come near you. All % on attack are mostly meaningless as long as you are in rapid fire.
Researching should not be allowed in easy.
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heads up, I think i just got to the limit of game? game froze and kongregate said the game was using more memory than was allowed. got to level 824 on hard and i don't think it was possible for amaxed out tower to die as i had over 100% universal damage resistance. solid game. way to go creator
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Should probably make stuff like multishot amount cost more blue cubes, cause you can just max that out and get carried past all the horde waves, even on hard.
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BUG. How its possible with a 32Gb PC to get a "The browser could not allocate enough memory for the WebGL content." Error?
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With the current update (v0.08 3/24/2016), I'm getting the following message: "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." This is using Firefox 44.0.2, Windows 7.
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It's not clear to me that the "fixed amount of resources per wave" is working like it's supposed to. I don't notice how it it supposed to credit those to me... seems like it never does (e.g.) 48/wave.
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Workshop upgrades are too easy to obtain. It takes only a few hours to get to the point, where you can lose only because of the out of memory error. (Also, distributing 15k workshop points is a major pain.)
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It would be cool if the player could have different skins for the tower and it's bullets. So I could have a proper lightning attack.
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Normal mode, I died in wave 969 on out of memory. I was already thinking about giving up on wave 1000. Good thing the resources and gems are saved on a regular basis, I was slightly afraid I lost it with the crash.
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Can't start the game because UnityLoader.js throws "Invoking error handler due to
SecurityError: The operation is insecure."
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unlike my income/wave and utility chance upgrades, the universal damage reduction from blueprints doesn't show up, which is sad, as I have around 3% reduction in there (Needed for any black bosses that seem to plague me so.)
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Once you have researched all the items, it would be nice if the research upgrades would be locked out, or have an alternate purpose. Maybe instead of spending gems on regular upgrades, there would be repeatable researches in some way.
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I think one of the reasons defense is rubbish is because you have to build up defense against every single element, it feels hugely redundant and a pain to do. Doesn't really feel good.
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There is a small problem, if an upgrade costs "5 Blocks" you will need 6 blocks to upgrade. Of course, it will still cost 5 blocks.
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Love the game but a few issues:
1. I've died a couple of times due to lag, this is super annoying because theres nothing I can do about it, not sure how to fix this, but less lag would be good
2. Seems like defense upgrades don't scale well, after level 70-80 any enemy can 1 shot you no matter how much you've invested in defense upgrades, they need to be reworked.
3. would be nice to have some upgrades that weren't just percentage based, it makes the game feel too luck based when upgrades just give a higher likelihood of something good happening.
4.Some abilities are ridiculously better than others (ie air vs fire) so it seems odd that the blueprints can be purchased for the same price. Similarly, being able to buy blueprints for stuff you haven't unlocked makes research useless
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For the workshop could we get a minus button instead of having to respec everything all the time? I throw left over blue resources here and there so they are being used but when I have enough to upgrade my primary abilities I would like to pull the extras back out without having to do all that clicking.
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NOT a fan of the difficulty update just makes it more of a mess really probably something that should be added later in development.
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Please add an option to apply multiple blue cubes at once. Also could you add a Max button for spending white cubes that would show the cost to max out an ability?
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Apologies to all for the tantrum earlier. Air and ice do have an issue but that is no reason for the amount of b!$%#ing I did.
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On balancing, I have found that I can slow enemies down to the point the levels hardly progress by using lots of ice and earth. I can't even kill them over time because they get knocked out of my range and don't come back for a long time.
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it would be cool if you could upgrade fire, ice earth, etc. in more ways than just the chance of activating the effect.
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The new rapid fire effect (duration) is not bad, but since you specifically mentioned in your patch notes "Replaced the effect of “Rapid Fire” with something more scalable"... I feel I should chime in.
Personally, I thought the burst of bullets in previous version was better for "scaling". With the current x2 speed boost change, the increased duration loses it's value really quickly as you upgrade regular attack speed stat and the % trigger chance for rapid fire.
i.e. You can get the maximum value of this upgrade without actually maxxing it out. All you need is to get to a point where you are attacking fast enough and have the trigger chance leveled up a bit.
TL;DR - All this change does is turns rapid fire chance and rapid fire effect upgrades into attack speed upgrades with a flare. I think the burst shots were more interesting.
All that said, awesome work so far. Keep those updates coming! :D
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If you have max Ice and Max air, it keeps throwing cubes out of your range, and it takes ages for them to get back / to kill them :(
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It's odd: I first played this game a few days ago, and it was outrageously easy and balanced so that you could easily get several hundred waves if you stumbled across a strong combination. I can't speak to how well the design works in the new direction it seems to be going, because I just wish it was a really easy game, where my engagement was the joy of trying new combinations to do REALLY well as opposed to merely surviving, instead of needing to find combinations that work.
I didn't notice the number of the version I enjoyed so much, but there was no difficulty selection, and almost everything started at base 1, whether costs or base damage per shot. There were tank enemies but not the assassin enemies.
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I do not know if someone already introduced him to the idea , however I would be interested to you to make the game is automatically saved, it would help a lot. doing a good job, parabens = )
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Right now, there isn't much incentive to invest heavily in the more specialized upgrades, as long as upgrades suitable for all purposes are available. But one way you could make elemental attack and defense more tantalizing is if, instead of one endless level, you offered a campaign of a series of levels each having a unique assortment of enemies. Some levels would require you to invest in anti-red upgrades, some levels anti-tall upgrades, etc.
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So every time my game ends at (universal) boss. Is there any way to stop this guy (or kill him before he kills me) or do I just have to pray to RNZeus? My max is 70 wave and h ekilled me. He also kills me on wave 30+ every time I meat him.
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This game needs something to work towards - like killing a boss at level 100. I think a badge would do that, but it'd be good to have some way to complete the game in the mean time.