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(+1)

This is the best I managed, the super big enemy could take a beating and dish one out!

A good, fun game in general. I feel the prices for upgrades were highly priced, often too out of reach. Ideally the player should be able to purchase something at the end of the very first wave, otherwise there's no agency to be had when the fort takes damage on Wave 2. It gives the sense that nothing could be done, whereas if two or more upgrades are affordable and the fort takes damage, the player can think "Oh, I should have tried something different."

The randomization of the waves helps add variety and in theory makes for better replayability, but this also means that the amount of gold the player earns is random as well in a way they can't control. On my first playthrough I could only afford a speed upgrade after Wave 2, and on my second playthrough I could instead buy the much more useful 2xDamage upgrade instead, simply because more enemies spawned for me that run.

(+1)

I love good feedback, I appreciate all the help and time taken to play my game :). I couldn't agree more that my game has balancing issues, the main 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. I think right now the slimes are not dropping enough coins creating a large rng factor in the game, I shall see what I can do to fix this.

(+1)

Changes made:

- Slimes now drop more coins

- bosses now drop more coins