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The numbers break at some point. I'm at level 364 on Hard and the health points are overlapping each other. :D Perhaps take down the ridiculousness of impetus if you don't want people getting this high up.
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So new edit, have been going as ham as possible here, and I agree that the defenses aren't really worth trying to keep up with later on. It's all about one shotting stuff. Really like the idea here though!
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Dear Devs, Okay. So. As much as I enjoy being "The God of Death." (And you know I do.) I think you are looking for something about two thirds of the way back towards what you had earlier today... err yesterday, as it is now 2 am. So, Wednesday. Anyway. Perhaps some sort of limiter on some of the mid to higher level purchase prices, to keep them from getting completely out of control. It has only taken two plays under the new rule set for me to start getting tens of thousands of brown blocks in one play. (A bit more than planned I suspect.) So, this is a bit on the "Monty Hall" side. In any case, still enjoying. Thanks for giving Gems back. - Selva
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I retract my previous statement. After some more playing and adjusting my strategy, I made it as far as I did last night. Still miss my 900 starting bonus tho :P
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I was playing this last night, and now so much changed. I had a starting bonus of over 900 and now suddenly have only 598, very disappointing. Upgrade prices changed, and attack speek now increases in intervals of .5 per upgrade instead of 1. What a bummer. New difficulty modes where easy is harder than what I played last night but for less diamonds/rewards. Fun. Kind of hard to enjoy a game when the mechanincs of it are changing from day to day. You didn't balance anything, only make the game much more difficult.
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Another thing I would mention, is the specific defenses (i.e. white/red/blue etc) really need to be cheaper. The universal defenses should be unlocked early and scale fast, but as it stands now it just isn't effective to put defenses into each and every one, it costs way too much for 2-5 damage resistance. By the time you have the all at 2 damage, the enemies are dealing 4-5x more than that.
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Bounce doesn't seem too useful as it currently is; if the initial radius was larger, it might work better. As of now, it seems that most enemies are too far away for bounce to even activate at low levels.
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Rewards are much lower while the difficulty got harder, wouldn't call this balance. The blueprints really aren't that worth it either, putting a point into damage only saves me 4 (for example) white blocks. That's a lot of effort for ONE starting damage. They need to be re examined as percentage bonuses, as it stands now there really is nothing that makes it easier to start over other than how many more white blocks you start with (which by the way is half as much as last night).
The balance update is really awful today, it is harder (on "easy" mode) for less rewards.
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Balance fix seems to have been overall decent, not any major complaints coming to mind at the moment. I do think it would be interesting however, with the new enemy behaviors being introduced like earth's tight formations or multiple elements quick cluster movements to introduce different attack patterns for different elements. In theory, it would be interesting to see each one be the opposite of it's other element; fire could have lower health, but higher damage, while ice has lower damage and higher health. Earth could attack in clusters, while air could spread out immensely. Darkness could turn invisible until within 5 meters of the tower, while nature could heal nearby units. Gravity could damage the tower from any distance, while electric could have damage mirroring step voltage that increases the closer they get. All of these are just suggestions, the point is making elements different would be fun.
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died with health .-. mayyy wish to look into that lol apparently i rehealed AFTER i died due to my shot hitting after it esploded me.
http://puu.sh/nRT18/ef1b88c1a5.jpg
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I like the game a lot but it still needs more balancing passes to smooth out progression. Also the whole defense tab still doesn't work as it's plain impossible to keep up with block damage into higher levels by leveling defense in any way.
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This game (although a lot of fun), is seriously imbalanced. There is literally no use in buying the health or defense upgrades. Spamming "Gravity" and "Multi-Fire", along with some Crit (chance and factor), damage, and range. And you can easily get to level 200+ on normal.
I honestly haven't even tried hard.
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This is a pretty solid game. It'd be neat if there were a toggle-able button next to upgrades that would auto upgrade them if the resources are available, so I could idle a bit more though.
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Does anyone know what the white box startbonus is based on? Total damage done? Highest level reached? Not sure what to aim for in my builds.
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was on wave 850+ when I got browzer errer "Oprn GL out of memory: If you are developer, allocate more memory" and game chased, lost over 10k special recourses... not that I really need em anymore
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I'm hoping the "Laboratory" will have a way to "un-nerf" darkness. I realize it was a bit over powered in it's previous incarnation. However, it was the only way to deal with higher level enemies. (IE 3 digit waves.) As it is...
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Is anyone other than me not getting Gems when they are supposed to? I'm having to invest "special blocks" in Gem Gambling just to ever see any.
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Great time killing game, I like that I don't have to be overly involved and that once you visit the workshop a few times I can just leave it in the background. Great job, I hope to see more upgrades and what not soon, Otherwise 5/5
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Don't EVER research universal. It adds a new cube type (black) but no attack effect. Universal cubes are immune to all elemental effects.
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The new update makes it feel like a decent "idle" game with a nice prestige system. I give it a 5/5 for now, I hope you keep up the great work!
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Hard mode wave 170:
Enemy dmg: 136248300
Enemy HP: 3633286000
My HP: 10
My Dmg: 2481
still no problem to win
1. i think maybe you can add distance attacks for enemies or making gravity unavailable. with gravity no enemy can get close to you
2. Darkness is too strong late game. 10% dmg is just too much at 21 attacks per second ( 4 attacks per sec *7 ( rapid fire))
3. with the option of upgrading 5 or 25 times at once you can surpass the maximum of rapid fire(probably everywhere) so basically you can have 31 rapid fire missiles instead of 7
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The fact that enemy kill value never increases is somewhat annoying. Is there a possibility of after say, every 100th wave, the value of enemies increase by 100% of base? SO at wave 100, little enemies are worth 2 resources, then 3 at wave 200, so on and so forth.
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The interest thing you can buy is completely useless in my opinion, i have upgraded my a bunch, up to .31%, but if i have 1000 crystal/boxes then i get 3.1 boxes each round, so i get hardly any, and i dont have 1000 since i am spending them to keep my tower upgraded, so if you could fix it so that it is uped by .1% or 1% each time it would make it so much more worth it
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I'd appreciate it if in your next update you add a upgrade where if the enemies are within 3 meters of your tower that all your special missles attacks can be increased by a certain percent depending on how much to upgrade it
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The workshop range upgrade doesn't change the range line but has the effect, in-game upgrades do change the line but it doesn't fix it
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And when your blocks reach 1e40 the value turns into "Infinity". Thereafter, when you buy an upgrade having "Infinity", the amount of blocks shows NaN
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This happens, when Numbers get bigger than 1e40. ---> Out of memory. If you are the developer of this content, try allocating more memory to your WebGL build in the WebGL player settings
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hey i think another problem is that since this is meant to be incremental and go on forever you're not meant to have any limits on how far you can upgrade things. you're just meant to scale the prices well like every 10 upgrades add a 0 to the price regardless of what you're buying with, but also balance everything so you have to find the right mix not just focus on about 3-4 skills that just work overall.
very cool game though
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this game has a lot of potential, and unlike other tower defense games this one has a unique addictive feel to it that i can't shake off. I've been playing this game for almost a week now and I have to say I am deeply impressed with your ability to take in the ideas and opinions of the people playing the game and put them in your game. Thank you for being so active and responsive.
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Current effective build for me is focusing on fire rate, multi-shot, bounce, rapid fire, gravity, and air while playing on hard. The gravity and air constantly knocks back/holds the cubes before they can 1HKO my flimsy defenceless tower.
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Impetus is an increase in damage with greater distances, shouldn't that be reverse? As in, more damage closer to the tower? For example: Impetus% + 1/Distance = TotalBoost or 1/(1 + Distance), etc. Other than that, I wouldn't be worried about how some find it hard and others find it ridiculously easy, you did not change all that much. You do need to scale the game better.