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(+1)

so i have returned to see how things have changed.

1. you solved the negative income issue by setting a minimum limit. i'm not happy with the 0.25 as i like clean numbers, but that is just me.

though the decision to still allow sending high HP units when the income is already at rock-bottom is a bit weird, but also not really an actual issue/problem.

2. you did stop the spam-clicking strategy by sending waves with a cooldown instead of the single unit spawning. i approve of this decision!

so the new sure win strategy is now to save up around 8000 money and then just keep patiently sending those high HP units until  the end. it took me maybe 10 min to win...

3. the tower designs... yeah you changed them. still not much to look at but a clear improvement nonetheless.

4. lack of content. well, that point remains the same. there seem to be more towers now, i think, but the overall content of things to do remains the same.


so, overall you made some minor adjustments and changes. it does feel a bit better to play. i hope you continue development!

things i think would be nice to add:

-more different units
-more maps and additional difficulty settings
-special abilities like 'tower-stun-zone' or 'unit-boosting-traps' (placed on the path) or units with special traits like healing over time, etc.

i'm sure you can think of even more yourself.

(+1)

Thanks for your  new reviews of my game. :)

1.. The idea behind the  minimal income of 0,25 is to be like a punishment for not managing your money right. I can either keep it or change it you lose the game if you run out of money and income.
I halved the income time (from 5s to 2,5s) but forgot to update it in the UI and didn't notice it, so instead if 5s it's supposed to say 2,5s.

2. The new unit sending is also planned to have a short queue so you can send  ~5 sets of units instead of having to wait to send the next batch.

I've changed the tower spawning system a little, is there any noticeable difference between this new version ad jam version?

(+1)

i'm happy you like my review! i try to give constructive critic and suggestion that are as unbiased as possible so i am happy to actually be of help~


to 1.   i was wondering why you wrote per 2,5 sec when it says per 5 sec, so that was the reason. though is didn't really notice i was getting the money at a faster tick-rate.

to 2.   queued sending is a nice idea! currently the game is just *click*-wait...*click*wait...* but the queuing can help appreciate the actual happenings more. though that also means there is even less to do.
i suggest adding something active to do while waiting for money to pile up.

as for the tower spawn... it felt a little slower, maybe? haven't played the jam version for direct comparison but it felt noticeably slower.

...oh! i think i know why. is the tower spawn bound to the number of units send? as in, it triggers the logic once per unit send button press?
if that is the case then the spawnrate is bound to be much lower, since i am no longer spam-clicking units !
if i'm right, you may want to adjust the tower spawn-rate and spawn-quality higher when sending stronger units. though i suggest adding more unit types to send first. 

at the moment the basic units are cheap, weak and usually never get to the end after a few waves, but that is fine.

the fast units are able to get to the end for a while, but around halfway to saving up for the tanks, none can reach the exit at all.

the tanks on the other hand can't rally be stopped at all. my strategy of sending a caravan of tanks allows all but the first one or two to reach the exit with maybe 80% health left. they are meant to be game-enders, so that is fine, but i can send them after just a few minutes of playing and by then there are downsides to sending as you don't need income of you are guaranteed to win anyways.

here again i suggest adding more units to give the game some strategic depth.
and maybe an upgrade system for units and an automatic upgrade logic for towers?

(+1)

i've just played another round, this time paying extra attention to tower spawns and units.
here is how it went:

first off, my previous comment on tower-spawn logic seems to be wrong. after the first unit is send, there seem to spawn a couple of towers quite rapidly, to around eight towers.

then there was a short break in spawns, followed by a slightly slower spawning of a few more tower.

then i saw another short break. by that time i could already send tanks and doing so seems to have triggered another slow spawning of a group of towers.

after that the towers seemed to spawn in irregular small groups but with a tendency to get slower over time.


i can't figure out the exact spawn logic with just this, but it at least seems to be unrelated to unit sending.
is it related money/income or just timer based with extra modifiers?

and now for the unit and tower performance:

basic units are just garbage. just two light-blue towers and stop any basic unit from getting through and that is guaranteed to be the case before the first wave has even ended. well, basic units are only meant bridge the gap to fast units so that is fine for now. a minor health increase would be nice though.

fast units are blazing through the map but are so very squishy that they hardly ever get to the second half of the map before dying. only the first three fast groups i send got even close to the end. this makes them also garbage, since they never actually scored any lives at all. here i suggest to increase their health by 1.5-2 times.
a drastic change i know, but i don't think anything below that would make them actually reach the end. at least not once 12+ towers are on the field, and that happens fast.

as for the high HP units, they were just as unstoppable as always. exactly two died before the unending caravan made it to the end and the others were at 80+% health still. this only changed near the end when enough towers were on the field get a few kills in. by then the average health dropped to 10-25%.
since they are the current game-ender units that is good enough. but once you have more unit types, they need to be adjusted. and if the game lasts only a few minutes longer and more towers spawn, the game becomes pretty much unwinnable.

as for the towers, the light blue towers shoot fast enough that two are enough to deny all basic units. and there are bound to be at least two in the initial rapid spawn of eight towers.
as for the other towers, i didn't really notice any kind standing out much. they all seem to shoot at similar power and speed. well, the yellow towers seem to be the slowest and strongest but not by much.
once the fast units are reliably shoot sown, the individual performance doesn't really matter anymore. and once the tanks are send the game is pretty much over.

i know i repeat myself, but you really need to add more units!
and maybe make the towers more distinct, like a noticeable slow/stun effect to the dark blue towers, a splash effect to red towers, etc...


last but not least, i found a bad bug.
after ending a match, it is not possible to play another round without re-loading the game.

when i try start a second match, no towers spawn, no units spawn and the income doesn't tick up.

i think the timer that runs in the background doesn't get reset right.

(+1)

not bad! i like the idea behind this game.

kinda reminds me of that old anti tower defense flash game i played years ago.

the current version has a few minor issues though.

first, your income can get into the negatives and if you spam click the high hp units too much and you can get stuck with no income, basically a gameover situation. i suggest setting a lower limit of 1 income per 5sec and a buy limitation for those units if the income would fall below that limit.

second, currently the only way to beat the game is spam-clicking those high hp units and earnestly, my hands hurt after clicking a few hundred times as fast as possible... so i suggest adding a wave send function where you send a certain number of units over a certain interval. maybe add upgrades to shorten said interval and add a formation/composition setting, along with stat upgrades.

third, general lack of content. for the formation setting to be useful, there need to be more unit types. i get that 48 hours is little time to flesh out the game, but now that its past the contest, please continue working on it!

fourth, is pretty much an extension of third. the visuals. i don't mind minimalistic graphics, but i still want at least SOMETHING to look at. just colored squares and circles just don't cut it.


with all that being said, you have already finished the hardest parts of game development, so keep up the good work!