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I like the idea of a quick trial and error TD like this, but I literally just beat every single level with just the Quick Cannon. Also the level design is a bit hard on the eyes and the music is nothing but annoyance inducing.
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As others said, interesting idea, bad execution. Their is NO reason not to include stats in a td, without it the game devovles into trial and Error. It doesn't make the game any cleverer or such. Polish it up and playtest it (including having friends play it without your guidance) and you might have a winner.
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yeah, all cheapest tower max upgraded for almost all the lvls... Trivial as a puzzle and pretty cheap as a tower defence...
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oh hey the last level is "all burst towers, maximally upgraded!" yay, that was quite a change-up
Seriously, this idea has some potential, but... poor, poor execution.
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That's genius! I couldn't get past the track shaped like a reversed 'S', but it's favourited to come back later. Excellent puzzle/defence hybrid, especially for a Ludum Dare game. 5/5 (BTW, it's not exactly hard to figure out what each gun does, just try them. It's the combinations that get hard to figure)
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So with no stats I am forced to toy with every combination of tower and upgrade to figure out which setup is necessary. Note that I didn't say "which setup is optimal" but "necessary." This isn't my idea of a good time.
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An interesting take on Tower Defense that turns it into more of a puzzle of figuring out which combination of towers and upgrades is the winning combo. Would be easier and slightly more interesting with stats like range, damage, etc. given to the user.