Interesting concept, but currently its very unpolished.
Main issue would be the balancing. I never felt the need to go outside of the "more dmg/fire rate" builds (which is essentialy a flame tower) and occasional freeze. Like, "lvl 4 hard", ONE flame tower and im set. I decided to check some other towers after being done, and vortex/maelstrom have SUCH STRONG PUSHBACK, pairing it with flames/bomber makes any path impenetrable. Bomber didnt even need the pushback, enemies were literally spawncamped with this thing...
Second main issue is performance... for a 2D game. The more ropes there are - the laggier it gets and sound starts being choppy. Also enemies on level 2 TELEPORT forward from their spawn, the more "fast forward" you have set - the further they teleport, they can straight up go past towers like this on x4.
Third is progression. If thats what its going to be to play through all 40 levels, it will be EXTREMELY tedious and boring just placing one-two combo towers at the spawn and waiting for the round to end, repeated ~100 times. Making sources freely-placable makes game too easy, it just streamlines the process.
Skill tree is messy:
paths intersect/"merge" together making it hard to distinguish where one goes (starter gold-reinforcedhull/randomsourcepurchase)
upgrade nodes cross
only 2 (technically 3) levels of zoom, minimum and maximum, 3rd one is somewhat-middle when you open the tree, once you move scroll wheel - only way to get mid-zoom amount is by reopening tree
"spectrum sync" upgrade shows it costs red, but when hovered over - it shows it costs yellow, and it costs yellow
WHY DO I NEED SO MANY GREEN SHARDS XD
But credit where its due, refunding/experimenting with upgrades is very smooth, thats good. Only wished it could do the thing Outhold did: when hovered over a resource - all the nodes that have hovered currency used are highlighted on the tree. Guess it would be too difficult to implement in this game since upgrades cost different resources, oh well.
As the guy below pointed out, opening tower/source upgrade panel mid-game is slightly annoying when space is too crowded with them. Gets difficult re-arranging ropes mid-wave, click-to-open/close would be a better fit.
At least thanks for confirming there are only 4 playable levels, in-game confirmation would've been more helpful tho
Im interested what it'd be like after baking for longer, but for now it would be too monotonous and unpolished to keep going.
Thank you for taking the time to write such detailed feedback!
You pointed out several issues that I completely agree need improvement. Balance is still very much a work in progress, and it's helpful to hear that Flame and some combo setups are currently too dominant. My goal is for resource routing and build choices to create meaningful tradeoffs, not for a single strategy to solve everything.
The performance issues and the enemy teleporting bug at higher game speeds are definitely not intended, and I'll investigate both. Thanks for describing when they happen, that makes them much easier to reproduce.
I also appreciate the UI and skill tree feedback. The hover panels, zoom behavior, node readability, and tooltip inconsistency are all things I plan to improve. The suggestion about highlighting nodes that use a hovered currency is a nice idea as well.
Thanks again for giving the demo a thorough try. Feedback like this is exactly what helps turn an early demo into a much better game.
fun little game. wish the popup for each tower only appeared when i click on them. often when placing towers i accidentally change a random tower's target mode because i hovered over it while placing.
also cant access level 5 despite "all clear"ing the first 4. understandable if its not finished yet, but felt a bit sad.
i also have way too many green skill points with nothing to spend them on.
Thanks for playing and for the detailed feedback! The game is still in development, so the demo currently only includes the first four levels. I know it's a bit disappointing when you want to keep playing, but I'm glad you made it that far.
I'll definitely improve the issues you mentioned. Thanks again!
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Interesting concept, but currently its very unpolished.
Im interested what it'd be like after baking for longer, but for now it would be too monotonous and unpolished to keep going.
Thank you for taking the time to write such detailed feedback!
You pointed out several issues that I completely agree need improvement. Balance is still very much a work in progress, and it's helpful to hear that Flame and some combo setups are currently too dominant. My goal is for resource routing and build choices to create meaningful tradeoffs, not for a single strategy to solve everything.
The performance issues and the enemy teleporting bug at higher game speeds are definitely not intended, and I'll investigate both. Thanks for describing when they happen, that makes them much easier to reproduce.
I also appreciate the UI and skill tree feedback. The hover panels, zoom behavior, node readability, and tooltip inconsistency are all things I plan to improve. The suggestion about highlighting nodes that use a hovered currency is a nice idea as well.
Thanks again for giving the demo a thorough try. Feedback like this is exactly what helps turn an early demo into a much better game.
i published an update to fix most of the issues you mentioned. thanks again for the feedback :)
fun little game. wish the popup for each tower only appeared when i click on them. often when placing towers i accidentally change a random tower's target mode because i hovered over it while placing.
also cant access level 5 despite "all clear"ing the first 4. understandable if its not finished yet, but felt a bit sad.
i also have way too many green skill points with nothing to spend them on.
Thanks for playing and for the detailed feedback! The game is still in development, so the demo currently only includes the first four levels. I know it's a bit disappointing when you want to keep playing, but I'm glad you made it that far.
I'll definitely improve the issues you mentioned. Thanks again!