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I decided to play this game again. After several attempts trying to find a better strategy but ending up more or less at the same one I always used to use as the most effective, I eventually got a new PB of 1081 seconds.

If I were to ever update this game (which I realistically probably won't), my priorities would be more or less:

1. Pause button/menu

2. Displaying the stats of existing towers so you know which ones need upgrading at a glance

3. A proper way to reset

4. Refactoring the code (it's a jam game, it's horrible)

5. Shadows/previews of towers/upgrades

6. Improved UI/some way to play without having to have one mouse on the keyboard and the other on the mouse

Aside from that, I'm actually still really pleased with how this game turned out. It has surprisingly much depth. Although there are still some balance flaws:

1. Upgrading is OP, as in, it's almost never worth buying a new tower if you can upgrade an existing one (aside from range on normal towers)

2. It seems to be in practice unfortunately never worth it to spread out your towers. I'm not completely sure why this is but I just never could survive even 500 seconds if I tried it.

3. On the contrary, the way I get my highest scores is by upgrading the base and surrounding it with shockwave towers and upgrading those and then surrounding them with normal towers and then putting a few shockwave towers around those as much as I can without them dying immediately.

4. The positioning of towers is actually really critical (you should put them as close to each other as they will go so they protect one another), yet the UI doesn't seem to agree, since you can't move them and don't even get a preview of where they'll go.

5. Losing a tower is a massive loss that's basically unrecoverable in most cases. This is, of course, good to force the game to end eventually, but it also might make it too snowbally. New towers should perhaps have more health, or maybe they should be healed when upgraded.

And some additional strategy tips for anyone who may be looking for them in other places than the code:

- Shockwave towers you should usually upgrade range a ton first since they damage everything in range, then max out damage, then max the range if you didn't yet. (And no, multi can't be applied to shockwave towers at all. I should've written that in the description). Later in the game though it might make more sense to start upgrading damage sooner since you need to kill the approaching enemies before they destroy the tower but you might not have enough time to fully upgrade it before that happens.

- Normal towers you should generally upgrade damage once, then multi once, then damage again, then max out the multi, then perhaps range if it's not always firing four beams of bullets.

- The base is like a normal tower that starts with a free damage upgrade and has a ton more health (100 vs 15, or 10 for shockwave towers). Tower health becomes more or less irrelevant late in the game though since the enemies will be able to one shot all the other towers and three-shot the base from full health, so it's more "useful" early on where it takes about fifty enemies to kill the base.

I decided to play this game again. After several attempts trying to find a better strategy but ending up more or less at the same one I always used to use as the most effective, I eventually got a new PB of 1081 seconds.

If I were to ever update this game (which I realistically probably won't), my priorities would be more or less:

1. Pause button/menu

2. Displaying the stats of existing towers so you know which ones need upgrading at a glance

3. A proper way to reset

4. Refactoring the code (it's a jam game, it's horrible)

5. Shadows/previews of towers/upgrades

6. Improved UI/some way to play without having to have one mouse on the keyboard and the other on the mouse

Aside from that, I'm actually still really pleased with how this game turned out. It has surprisingly much depth. Although there are still some balance flaws:

1. Upgrading is OP, as in, it's almost never worth buying a new tower if you can upgrade an existing one (aside from range on normal towers)

2. It seems to be in practice unfortunately never worth it to spread out your towers. I'm not completely sure why this is but I just never could survive even 500 seconds if I tried it.

3. On the contrary, the way I get my highest scores is by upgrading the base and surrounding it with shockwave towers and upgrading those and then surrounding them with normal towers and then putting a few shockwave towers around those as much as I can without them dying immediately.

4. The positioning of towers is actually really critical (you should put them as close to each other as they will go so they protect one another), yet the UI doesn't seem to agree, since you can't move them and don't even get a preview of where they'll go.

5. Losing a tower is a massive loss that's basically unrecoverable in most cases. This is, of course, good to force the game to end eventually, but it also might make it too snowbally. New towers should perhaps have more health, or maybe they should be healed when upgraded.

And some additional strategy tips for anyone who may be looking for them in other places than the code:

- Shockwave towers you should usually upgrade range a ton first since they damage everything in range, then max out damage, then max the range if you didn't yet. (And no, multi can't be applied to shockwave towers at all. I should've written that in the description). Later in the game though it might make more sense to start upgrading damage sooner since you need to kill the approaching enemies before they destroy the tower but you might not have enough time to fully upgrade it before that happens.

- Normal towers you should generally upgrade damage once, then multi once, then damage again, then max out the multi, then perhaps range if it's not always firing four beams of bullets.

- The base is like a normal tower that starts with a free damage upgrade and has a ton more health (100 vs 15, or 10 for shockwave towers). Tower health becomes more or less irrelevant late in the game though since the enemies will be able to one shot all the other towers and three-shot the base from full health, so it's more "useful" early on where it takes about fifty enemies to kill the base.

(+1)

great