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Wait... ...Let me get this straight. Enemy damage + health are exponentially scaling, upgrade costs are exponentially scaling, and upgrades are... ...Linear...?
...Well, there's a pretty big flaw in that...
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I have performance issues on 4x speed from wave 20. I use maxed multishots and rapidfires and a lot of bounces and specials with air and dark. Nothing can past it unless I get a lag than everything stops and next i see my tower gone. In this setting it kills me before level 50 on 4x speed. On normal speed I get to level 130 until the lag kills me. Low quality does not help. Maybe add some mode with minimal visuals?
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Maybe tooltips that show the max cap on a upgrade? I.e Critical Chance:Your chance to critically hit enemies Cap:100%. Or something to that affect.
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some of the balancing needs work, Ive gone from 700 starting reources to 1200 starting resources and went from only level 35 to level 42 max. THe attack range upgrade seems useless to me because it does not seem to make much of any difference as far as attacking. I rely mostly on just attack damage and how many shots per second. I focus on that and the resource/wave upgrade, I upgrade those all max with my starting resources and go from there. I can usually make it to level 30 without having to do much of anything with upgrades, but then it catches up real fast and just seems imbalanced to me.
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wow. Look at that rapid update time. Almost CDDA (Cataclysm Dark Days Ahead) update speeds over here! (non Kong game) How many people you got working on this?
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This is really a great game, but needs major improvement. The upgrades you buy with blueprints need to be a multiplier, not a simple increase, otherwise the game is not "incremental" at all!
it's really hard to get past wave 40 right now, no matter how long you play
Thanks for your feedback. Since not all upgrades are implemented yet most things are going to change in the final build. I hope you can still enjoy the game until then. :)
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I don't know if you have made some recent changes to the UI or if it's that download you had us do (that didn't work), but the UI is now a lot clunkier. The pop ups stay too long, and buttons are far less responsive causing me to put extra into upgrades. It's just not as fun with this staggery clunkiness going on.
Please, could you PM me with more details? The main reason I changed this is because Mac users told me that there is an issue when pressing Ctrl and Shift at the same time.
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Absolutely love this game, the idea is really fun and interesting. I also like the way the research stays through rounds, it gives me motivation to keep going when I die. I can't wait for more updates to see what this game will be when it's done.
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Nice idea. But really badly unbalanced.. Try some exponential interest of abilities (like damage, mainly at defense abilities - nova, reflect). Turn down power of elemental offense abilities (darkness 100% with hight attack speed solve all your problems with enemies of almost any hp)
This game needs total remake because of bugs. Use this game only as protype and start again ... with minimal copy-pasting from original code .. Create some feature. Test it. Integrate it with another feature. Test this integration.. And repeat .. I never saw so many bugs in one simple game...
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Just had a long run. Endgame observations: 1. Exponential interest is very OP. If you're going to allow it, put a cap on how much players can earn per round (maybe limit how much players can have stored at once to something like 100,000). I literally could not spend money as fast as I earned it by wave 110. Got tired of clicking on upgrades about wave 125, and by then the game essentially played itself forever (I read a book while clicking "skip wave" every few seconds). 2. There's some glitch with very high money. Somewhere around wave 200, it started setting my money to 0 at the start of every round. Which was odd. 3. There's also a glitch with tower hp. My tower's hp kept radically changing, despite no enemies getting near the tower. 4. Crowd-control abilities are too strong with very large numbers of projectiles. Perhaps rather than having them be on-hit, have them be an independent rate? E.g., "2% chance per second to stun the nearest enemy". 5. Out-of-memory error on wave 501.
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A trick to get research point when you reach your skill limit is to send every wave you can, even if you die you still retain the point
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I realy like this game, defending, resarching, loosing, to defending again and better. But if i may suggest somthing, some of the upgrade are not visible enough. It may be fun to see when a crit is made or when a multi-shot is made? The cube talking are fun, so maybe the tower can speak too? To say whatever you find funny when multi-shot, crit. Like "OVER 9.000" for crit. Anyway it's still fun now ^^
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Money still broken when you reach the max: After a while that I have all 999999999, suddenly I had 0. I earn some bucks killing minions and then, at the start of a new wave, instead of earning something, my money amount is resetted to 0.
It should be very hard to reach the max amount of money that you can have. There was a bug with the interest upgrade doubling your money every wave. It has been fixed by XmmmX99.
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I demand something like a x25 buy button! Also, you can easily reach the max amount of money around wave 40-50 if you invest all you have into interests, resources bonus and resources per waves!
You demand, we supply! A x25 button has been added.
Interest per wave was not intended to work with the resource boost and has been fixed by XmmmX99.
Additionally the new max interest you can get is 5% instead of 10%.
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Buying stuff with blue cubes still raises the cost with white cubes so each blue upgrade saves you less than 10 white cubes :/
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Oh, bleh. Refreshed, forgot to log in on another page to break my Kong connection, it reported stats from my "testing" save rather than my legit save. If deleting high scores is a thing you can do, feel free to clear mine. Just a note - this run ended on a "Not enough memory" error, even though I was on low quality and not running elemental upgrades or multishot/bounce/rapid fire, so while that's a lot better (I made it to wave 234!) it's still not totally fixed. Players with more time than me will get this far quicker than you think ^_^
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@Selva - Interest per wave is most powerful upgrade. It works with the % resource boost, so saving up for a few waves while you're set up gets ridiculous quick. Your cash per wave and your cash from kills and your cash from having all that cash, all getting multiplied and compounded repeatedly for five or ten waves leaves you with more money than you know what to do with - so you spend enough to be set up for ten more waves and invest the rest back into interest and percentage resource boost...
Interest per wave was not intended to work with the resource boost and has been fixed by XmmmX99. Additionally the new max interest you can get is 5% instead of 10%.
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I don't understand how people are making these runs out to wave 100, 200, 400. I'm lucky if I get to wave 70 before I get untargetable glitch-cubes that make me auto-lose.
The bug regarding glitch-cubes is fixed in the newest version. Hope to see you at wave 200+ soon. ;)
If you still have problems don't hesitate to contact me or XmmmX99.
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The workshop right now is just ridiculous - you have to fight around 500 waves to get 1 blue coin - and then you'll be able to upgrade from 1 to 2 base damage... this makes no sence. It would be much better if one upgrade would be worth like 20 normal upgrades or one blue upgrade would have the value of 1000 white coins - so you could actually make some progress...
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-lags a lot and ends up with webGL out of memory error
-99% block chance, 100% block amount, 95% nova chance is too high
-might be only me but gravity effect doesn't seem to fit the game
-fire,ice... in offensive doesn't seem to do much in game
-set max for bounce radius?
-too many upgrade choices
this game is fun at the beginning but gets boring really quick because its same thing over and over
i'd like to see some changes as i progress like
-enemy color changes (gradually change rgb from 255 to 0 maybe?)
-enemy size changes
-special enemy appears once in a while which gives gem(like rainbow enemy for example)
-gets tower skin as you progress (different skin gives different passive effect like fire, ice... in offensive)
-get cool skill as you progress like mmo (double shot, triple shot, shot gun)
-some skill activates with click (like instant kill every enemy in map, of course with cd)
sorry if my english is bad
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You're unstoppable once you get get 50% Eff on everything with max multi shot and a decent attack speed. went from barely making it to wave 100 to having to forfit on wave 427 so i can go to bed!
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Good concept. Needs balancing and variations in gameplay cause you quickly tired of going through the same again and again
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I had to give up at wave 141 because my tower couldn't die, but my computer was dying from all the gravity effects. Basically multishot + rapidshot + critical + lifesteal + air + gravity = invincibility.
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When the game is at 2x or 4x speed the tower doesn't kill the enemies as quickly as it does on normal speed. For example at normal speed I kill all the enemies without them getting anywhere close to my tower, but on 4x speed they rush my tower with very little of them dying and I lose
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I should be able to see what I get when I buy something. It seems kind of obvious after you buy the same thing a few times (+0.5, +0.5, +0.5) but it would really help if I was buying something new and didn't want to waste money on something I thought was going to be more useful. Maybe put a +X.X when I scroll over an upgrade? Just my input.
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after upgrading all attack options, i kill everything off screen...and somehow take damage. Is bouncing bullets with high radius able to hit oneself? Are air-hit enemies able to be knocked down onto oneself?
I am working on a import/export function for save games. Which browser+version are you using? The game should actually save at the end of each wave as well as everytime you buy something which requires permanent currency.
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Need option to disable continuous round skipping. I've had a round start on its own and I accidentally hit wave send wanting the first one to come and end up killing myself
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I can only spend gems in 5's. Not sure what the reason for that is. Needs fixing. Also please make the skip button press-able while in the shop. Cookies are a plus for Kong. Please use them for game saving. Thats all I can think of off the top of my head right now.
Should be fixed now. The upgrade window is going to receive a redesign since most people want to watch their tower in action while upgrading. About the save issue: Which browser+version are you using? Actually the game saves at the end of each wave as well as everytime you are buying blueprint-upgrades/spending special currency. I am currently working on an import/export function for save-games.
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I feel like this game is really good, but I also feel like it isn't. The system is fun, the setup is fun, trouncing a million blocky enemies is fun. I like the upgrades available, I like what the elemental powers do for attack and defense and the research tree. But I feel this game gets worse as you go on in waves. You should feel more powerful as you go, stomping blocks into pixel dust beneath your mighty tower as you face more and more challenging waves. But I feel you hit a climax of power around wave 20 - 25 and then barely gain enough resources to stay with the curve until you eventually die minutes later. I think the late game needs some rebalancing before I can love this game.
Thank you for your feedback. I planned some more interesting end game features but I still need some time to implement them. I hope you can still enjoy the game until then. :)
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The rewarding system for the orange blocks needs to be tweaked. With two hours worth of play I only have 150 orange blocks. I really like the game though.
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Killed by "ran out of memory" ~ lol (I'm reaching lvl 400 with low quality. Is there anyway to prevent using that much memory :P) The game is great btw.
I am sorry for this issue. As I wrote in the update section I still don't have a universal solution for this problem. I already hate WebGL for that. The game requires around ~70MB of combined GPU-Memory and RAM when testing it with the live profiler directly in the browser. Please try if it works when hosted on our site without the Kongregate API. (http://www.fs-studios.com/games/perfecttower/)
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some weird bug where a square is at 0 range and the tower won't target it and so it keeps hitting me for damage, even if all other squares are gone it won't hit it