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Full screen is nice but Esc forces that to leave and Esc is needed for deselecting things. When not in full screen the space bar both pauses and scrolls the web page at the same time.
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Very fun, but it just doesn't draw me in to keep playing for hours like some TD games do. I think an upgrade system that spans the campaign would be what kicks this up to the "completely addictive" level for me. Still, I made it to Corinth before getting bored, so 4 or 5 levels. Still very enjoyable. I'll likely come back and play several more levels later tonight. I do think what this really needs is a splash damage tower just to help out with the strategy of the maze designs.
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This is a fantastic bloody tower defence. Everything from the towers not actually costing 'money' but needing to 'charge' to the fact that the enemies spawn *in sync* with the music, to each of the enemies having their own beat and music. *and* the fact you decided to make *graphs* at the end of each match!
*EVERY* Tower Defence needs graphs, and YOU went the extra mile to put in a 'replay' feature that recounts the path that you made in the match which just makes it so satisfying to play.
You my friend, have made a brilliant tower defence and if you plan on making this into a fully fledged game (which you totally should) I will be one of the first to line up and buy the heckin thing!
And hey, if you'd like some help with coding it I'm more than willing to lend a keyboard and my C#, and Java experience. ^u^
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There are some bugs in the newly updated version. That let you block the ship's path incorrectly. Working on a fix right now.
I'll add a Pause button soon. For now you can get the same functionality to some extent by pressing ESC key (multiple times if you have tower selected)
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Lots of cool enemy types, but other than the hitman, nothing actually changes the core strategy required. Large cannons around the base, with a maze of small cannons. You won't have enough money to even complete a maze until the last few levels, at which point you can sprinkle some more large cannons in the gaps and/or upgrade them.
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For what it's worth, I also run Firefox on a very primitive (for 2018) rig, with multiple add-ons like NoScript and uBlock Origin, and the game runs fine for me. As for the game itself... well, it's a start! Runs smoothly on my old system. I'll rate it after it's got more playability features -- but I'm looking forward to it!
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I'm looking forward to playing this when it's out of beta. What you have so far looks pretty good, just needs a bit more depth, but you already knew that. Nolo pro rectus et sharpus pencillum! And keep up the good work too. :D
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Y'all should probably make it so you can buy both upgrades and one go (click turret, buy both upgrades), rather than needing to manually click the turret two times to buy each upgrade separately (click turret, buy upgrade, click turret, buy second upgrade). Just feels like a pain to have to open that upgrade selection twice when most games let you do it in one go.
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The enemies need more variety because I was able to alternate the heavy cannon and the laser and that was all I needed to beat levels at Normal difficulty. The core game play is here, but there isn't a lot of decision making as those two combined strip shields and kill the speeders.
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One additional small comment to what I already read below. While I can modify the monster path, it is a bit annoying to me that I cannot do so for the point at which they enter the black cube. Either provide a visual indicator that this black cube border is special somehow or preferably tweak your path finding algorithm to handle all points on the cube as possible entries, thereby enabling me to move it around as I place towers.
Yes, I understand the graphics for the Gold mine (what you called black cube), is not very intuitive. The entry point indication is very subtle. In next iteration it will be made more clear.
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This has a lot of potential!
Would love to see variable map sizes and more complexity in the levels. Depending on how complex your map generation system is, you might also attract players by accepting user submissions on maps.
Nice work so far!
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Enjoyed the game, couple constructive notes I had:
1. The game is pretty cheeseable with how easy it is to build the OP double guns. Sure, you might not kill everything on Hard, but there's no real penalty to letting ships through unless they're carrying gold. I was able to blaze through Hard without losing any gold just by lining Double turrets down that auto target gold carrying ships. Perhaps making the second tier guns a little harder to obtain, or adding a penalty system of sorts for letting non-gold carrying ships through would add a new level of strategy to the game?
2. Lack of longevity. I'm sure this is rough as a demo/preview, but adding in a few features to keep things fresh would keep TD players coming back. Tower upgrades, different towers, etc is all good and well, but the biggest strategy in this game is deciding how to path the AI. Adding some map randomization might help with that.
I think you've got a great start here and hope you continue with your work. Thanks.
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Thanks all for the great response. More features will be added soon before the general release. I'll be offline until April 22, due to some travel plans. If you have any questions, I'll attend to them after I return. Cheers!
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I'll revisit this game after it's gotten some more depth to it, a little bit the same as with bananamama. Keep up the good work @dev
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Spam towers endlessly; build enough and you manage to kill the deluge of thieves. This felt more like Pacman had invited his extended family and I had the ordeal of attempting to build a maze that delayed them long enough for it to kill them. It bears a surface resemblance to a tower game, before playing it reveals the stripping out of any interesting mechanisms that provide any challenge or incite any interest. I beat the first level and noted the welling apathy the experience aroused in me, before shrugging and moved on. TD only inasmuch as Tepid Development.
Thanks gura_uk for the review. Did you try the hard difficulty for first level? If I may, I would like to invite you to play a few more levels at increasing difficulties. I'll be curious to know if it changes your opinion.
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i'm a big fan of TD games but somehow this didn't do the trick for me. progression seems rather slow, no upgrades, no skills, no achievs. laying the path is also not a new concept (but surely rarer than fixed path). doesnt make me come back
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I'd like the mouse pointer to change when the selected turret is buildable. I keep clicking to try and build, not knowing if I can or not. (I know I can look in top right corner, but I don't want to have to look that far away from the action.)
Hi ProspectorSam, the mouse pointer already animates. It's in the shape of selected tower and is partially filled up if the resources are less than required for that tower. Here's the animation https://imgur.com/a/AOSl4 Is this what you see? This feature works in Chrome, Firefox and Safari; but not on MS Edge. Are you using Edge by chance?
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EBL(max) on Corinth: After you get it past 510 for some reason it resets back to zero. I don't know why it does this.
Hi, after which level did you see this behavior? First (memphis) or second (babylon)?
[Update] I think I know what's going wrong. Working on the fix.
[Update2] Fixed the problem. Try it in few minutes and you will get fresh version, it won't have the problem.
[Update 3] There was yet another bug that was leading to the problem you reported. I just fixed it now.
Thanks.