This is a really fun take on the scale concept, one thing i love in games like kingdom rush is how, over time, the level itself changes and forces you to reorient strategy-wise, and this takes that concept to the extremes. being able to sell towers at-will also really plays into that concept, although rn it is a bit too easy to just sell everything and re-build every time the base fractal grows, maybe making the waves come at a timer if you dont summon them would fix that?
Having different sized towers overlap is also a really fun concept that i havent seen done before.
The one unfortunate issue i have right now is that the small towers become irrelevant at the end, being very weak and low-ranging compared to their cost, maybe adding in more smaller enemies that only they could deal with could fix that?
Aesthetics-wise i really like this one, the enemies are maybe a bit too simplistic but the towers are all very varied in abilities and aesthetics, and it all melds together very cohesively. The neon aesthetic and different colours reminds me a bit of enigmata: stellar war.
Id love to see how you could flesh out this concept, and how insane the scaling could become 10 layers deep.
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Thanks for the very in depth review!
The selling was a last minute addition, originally there was not meant to be a way to manage placed tower but I've had many requests for the ability to move them. In lack of time I found it easier to implement selling at full payback as it is effectively moving (but it has the unfortunate side-effect of letting you convert small towers into big ones). Later jam polish is definitelly seeing the selling gone in favor of moving. This obviously had a detrimental effect on the difficulty scaling of the later waves as they were not properly rebalanced to account for the selling, but I favored polishing the concept over more playtesting to get the right difficulty.
Later towers having a limit of what levels they can target is there to encourage the use of the smaller towers (the Marker being a big AoE tower that *needs* smaller towers to trigger the marks also plays into that). I wish I polished the concepts behind the towers themselves better but in lack of time I had to rely on ideas that are simpler to implement, we'll see what will come of them in the post-jam polish from all the feedback I've been getting.