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Perhaps if a cube bounces out of range of the gun it should have it's ice levels reduced somewhat. (Or somewhat drastically.) Since gravity can no longer be used to restrain all incoming enemies it is necessary to invest in both ice and air to survive at levels where HP is well beyond the scope of a few hits. (Since there are enemies all but immune to one or the other.) I do not know why this was not a problem in earlier versions. But I am repeatedly having to sit and wait for slow enemies to come back into range at levels beyond 130 +/-.
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wave 141 in normal mode does a bit less than 7k dmg so why should i buy any defense upgrade its like you would ask a penguin if he would like to learn to fly, he would say yes but never learn it
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Given I am now watching a painfully slow crawl back into range of over sixty enemies... perhaps a duration on the ice effect might be appropriate.
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BUG: After upgrading the attack range, and then hovering the mouse over the tower to view the white ring of the tower's attack radius, it does not match the new attack range.
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something weird happened... i was playing this game first time... then i quit and now it says i have to install Firefox but once i played it first time it did NOT pop up and it worked perfectly
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This is a nice improving game! Everything is great, but there is some unfortunate lag with the new update, i had to get the quality down to low to get it working fast again, but good game! It is better balanced as well, as the special resources are easier to get and there are specific modes. 4 stars, and 4.5 if the lag is fixed :)
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Apparently, fire cubes are not affected by defence. Well, that changes things - makes defence completely useless to invest in.
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Running on Firefox 45.0.1 and around lvl 8-950ish I receive this message: "Out of memory. If you are the developer of this content, try allocating more memory to your WebGL build in the WebGL player settings." - disk and ram is not an issue :P
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I had planned to come back and play a bunch more of this game, but the latest update has made everything a lot more expensive.
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you should definitely add an update where each upgrade adds something new onto your tower so payers really get a feel of accomplishments when they're at like round 50 and have an awesome looking tower. (then obviously the tower gets reset to normal in a new round)
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The universal enemies are much stronger than others because they're completely immune to all special effects (and I upgraded them all to 30%). I'm left wondering what their weakness is...
When I reach wave 100 in hard mode, I know I will reach at least the wave in easy and medium where the enemies have the same health/attack (which is more than 100 in that case). It would be nice if the highest wave counter (and thus the startbonus) gave me those easier waves for free.
@ROF16: I really like that, reach wave 100 to unlock an even harder mode. Should keep the playing time per round reasonable.
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Need a x8, x16, x32, etc speed up or an auto skip feature .-. Sooooo glad the bug was fixed. I'm fine with how it is now. Just too slow lol. But then again, it IS an Idle game... Meh. We'll see how it goes.
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Fun game. Got to a point of diminishing returns within a few hours that ruined the fun. I know it's early yet so i gave it 5 stars in the hopes that the life of the game extends with future updates.
I think that re-playability would be immensely improved if there were path choices to make, effectively creating "builds". Just a thought. I would try to tack these on as endgame content. I would also add harder levels after hard, and more varied types of levels as well.
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The defense tree, though, seems fairly useless. Even upgraded in workshop, it would probably be much less useful than the offensive tree. I tried to put some resources in it during a game only to realize I can't keep up with their dmg and I'd get one-hit anyway, so 10 hp must be enough.
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Visual bug: If i have upgraded range of attack in town, then hover over my tower, the circle is at 10m. Attacks are executed at the actual range, outside this circle. After buying a distance upgrade during the run the circle is set to proper range.
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One thing I kinda dislike is how you basically invent stronger enemies by doing science. And the worst idea is to do the "universal" upgrade - that creates an enemy that is immune to everything but dmg. If only I could un-invent it just to watch how much can I do against white blocks.
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@Blakie20
I reported a similar issue (That's already fixed and being deployed for the next patch (0.8)) but that was related to local save (So after import and reloading, it bugged). Yours seems similar but still slightly different. I strongly suggest you PM XMMMX99 about this problem and how to reproduce it (submit the export code with it to him in the PM)
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Import option for saved games does loads inconsistently. For example yesterday when I loaded a game I started with over 2000 resources. Today, the same code only gave me 735.
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Good game, i enjoyed it. What do you think, about infinite amount of difficulty levels, and if you reach level 100, you unlock next difficulty level?
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currently have about 5000 blue resources i can now experiment and see if anything is actually broken in the game :P (attack range +atk speed = longevity)
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I'm going to do this mainly by comparing to undefeated spider, because it's the most similar game that I've played.
Pros: I like the upgrades that occur outside of the level, instead of just giving you a ton of resources at the beginning so that you can spam upgrades. I also like the persistent research system (more to research would be nice, but I'm sure that's coming).
The impetus skill is a cool idea, since it provides a possible synergy with attack range, but it seems to weak for the price, atm.
Cons: I would really like to see more complexity added to the builds. Right now the most efficient method (at very least, plenty efficient) seems to be just building pretty much straight damage and speed. Additional attack buffs and debuffs would really add to the replayability. Maybe when you're reworking the defensive abilities, adding something that buffs your attack damage when you take damage? That would allow for high HP builds that still also kill things quickly.
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Guys - pump all your blue boxes into multishot. It's amazing when you soup it up to about 45%. You can pretty much skip levels with ease.
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I think that if the upgrades went up in effect over time it'd be useful.
For example, if you upgrades damage it goes up by .5 points each time (i.e. level 1 is 3 damage, you upgrade to 6 damage, then upgrade once more to 9.5)
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this new rapid fire upgrade seems a bit useless after 100% hit rather than that you should give armor for the enemies and armor pen or something like that or def reduce skill:) the game looks good so far thx for share
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Gravity has been reduced to a maximum of 3 active fields at any time. However, Gravity is an essential part of defending against high level enemies. (The types with hundreds of thousands or millions of HP.) Will there be a laboratory or tech solution to un-nerf gravity later? IE a way to increase the limit?
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I can over upgrade by upgrade before max 1 point and click x5 or x25 for over max upgrade. example Bounce radius max 10m I can upgrade to 9.75 by click x5 or x25 for radius 11m on x5 or 16m.
ps.I not good at english,I hope you understand.
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Error: "Out of memory. If you are the developer of this content, try allocating more memory to your WebGL build in the WebGL player settings." (At wave 1020, only thing open)