Awesome! I love the changes you made, though I think you made it a little too hard. At least the big enemies in particular are too hard. I think there's a bug if you lose with one enemy remaining, wave 1 only has one enemy. One last "problem" with the targeting/projectile firing is at the start of waves. Normally they fire instantly when enemies appear on the screen, but sometimes they seem to be delayed and wait a second before firing at the enemies. One tiny "visual bug" I noticed was when a normal bipedal enemy unit is touching and attacking the structure and gets hit, they seem to get knocked leftward a little into the structure. Lastly, I highly recommend changing the background colors of your itch page to a less bright color. A similar shade of green might look nice with your game's art.
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Great! I love good feedback, I appreciate all the help and time taken to play my game :). I just changed the itch.io page to have nicer background colors. The reason why some waves spawn fewer enemies is probably due to the money-based wave system I used, I assign the game manager a set amount of money per wave (wave money = 10 * WaveNumber). So it automatically fills an array with enemies that cost a set amount, e.g. normal bipedal enemies cost 1, slimes cost 10, and the big enemy costs 45. It was my first time using a system like this and I think that in order for it to truly shine it requires significantly more enemies types and variants.