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Just some positive feedback: I've been following this game since around version 4 or 5. I really like the minimalisktic approach, cause despite that, it really is becoming a really diverse defense game.
For the newest update, the new tool-tips explains a ot better what all the defense upgrades did, along with the green text for next update is finally moved next to the current upgrade value instead of on top (that was rather confusing)
I can't wait to see what more will be added.
But as a last note: progress seems a bit uphill since it involved a lot of grinding to gain small progress
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The tool tip in the round menu should be to the right of the pointer, so you can see if you can afford the item below. Minor thing
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maybe an option so I can always see the max range of my tower? I think that could greatly improve the game, and it probably wouldn't be too hard.
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maybe it's only me, but having upgrade window open the most of the time makes impossible to watch the tower erasing enemies... and this is the funniest thing form me.
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Could the gems buy a set amount of factory time instead of %completion? The way they are, they actually get less valuable in terms of time saved the higher your factory level! Also, using %completion, it's always the same price to buy any color block with gems.
The "+10% Progress" feature of the factory is just temporary to convert gems into resource blocks during the early game and will not stay this way in the final game. You are 100% right, it is completly useless in the late game.
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It would be nice to have some sort of achievement/trophy type progression system, something that rewards you for getting to higher/harder waves. At the moment players are kind of incentivized to just spam through rounds as fast as they can. Set speed to x4, set wave-skip to max and I can get to wave 250, die and restart like 20 times in the same amount of time it would take me to slowly and methodically get to wave 400.
Yes, there is actually going to be a final goal for the game as well as an achievement system with multipliers (like +x0.01 base damage/health/droprate/startbonus per achievement).
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It would be cool to have an option to auto buy cheap upgrades, like anything that costs less than 1% or 0.1% of my current resources
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Could you please fix "scientific notation" (actually called E notation) so that the E is capitalized? in math, lower case e is a constant, like pi, with a value around 2.718.
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Maybe have a toggle in the options that automatically sets the game speed to x1 or x0 the first time you get damaged in a wave, as an emergency brake?
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Still feeling like defense is way undervalued. I ALWAYS die to one shot from a large universal cube, and for the most part I am doing my best to balance damage/health/universal resist. Would really like to see things damage decreased significantly, including my own as long as I can survive some hits and make use of things like nova and absorb.
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One thing I noticed is if you research elements, that color starts appearing, the problem is then it can be better not to reasearch any elements then so that only white blocks appear.
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Something That I am noticing as I am playing is that the price of in-game upgrades is not set correctly. If an upgrade costs 20 cubes, then I need to have 21 cubes in order to buy it.
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very fun game! Been playing for a couple of hours already and i must say it is very fun! As for the starting materials, they seem to be getting more and more as you play, but maybe you can put something in the lab to give you a bonus or something like that. Very good idea though :)
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I generally like the update changes, but the defence tree is basically useless except for HP and universal resistance/defence. I had to change my play style to be extremely aggressive now and I don't feel like I can play another way without significantly more resources for the same results.
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Defense is currently useless to upgrade, so something needs to change to make defense a viable option. The absolute value defense upgrades are actually worthless, whereas the other upgrades are just grossly under-powered vs spending on offense.
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Allow allies to be built with the factory, like little robots or smaller towers or walls or shields or turrets or something
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Replace misleading "minimum distance from an enemy to attack" for attack range to "maximum distance from an enemy to attack."
Minimum means "not less than".
Maximum means "not more than".
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While in round, I wish the menus were moved just a little bit lower so I could see the enemy count and time bar more easily. That way I could skip to the next round, with easier to see.
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Any one maby wanna share his idea for a Perfect tower ? Pastle your saved towers as answer to this post :) Good luck and have fun :)
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Just a question, can you guys put the skip button in another place when the upgrade tab is open? Sometimes I want to skip the wave to get bonus resources, and don't want to lose the focus of the line of upgrades that is in my mind. Not sure if this is a problem to someone else, but it would help a bit, :)
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This might seem niche, but an option to disable skipping waves on bosses would be handy. I can skip a certain proportion of enemies on normal waves, but I really don't want to call enemies with a boss. So my only options are to disable skip entirely,pull with bosses, or try and reconfigure every few waves.
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I dont get the point of the new damage and health upgrades. 1% per level, you get 50 to advance one more level at late game... Kinda pointless.