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The bomber stunning is a pretty cool idea I'm sure to implement. I hadn't even thought about that haha, so thanks!  Making the arrows go faster could also be a fix for them missing so much, though I was also planning on putting in some more advanced logic for targeting instead of, oh there's the enemies current position i'mma throw my stuff there, you know what I mean. 

Cool idea about the debuff too, could be one of the upgrades in the extra pierce path for example. The speedup having a button is also a good idea so that might be something I add in too. And some more indications about the interest system because the amount of people I've had that just completely ignored it is crazy, and then they said the wave rewards weren't high enough... That's what the interest is for TT

Anyways, thanks a lot! I've gotten quite a few ideas from you now that I'm going to use. They're all written down and when I feel like it I'mma definitely start work on them!

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To be honest, interest is quite weak. The mechanic is a nice idea, but it isn't obvious admittedly or easily understood at first glance - only perhaps to veteran TD players, but not a casual audience I suspect? Anyway, since interest caps out at +10, it doesn't scale well late game when each enemy already gives +7 each, and enemies come in huge quantities. Killing two enemies basically gets me the max interest lol. And at 5000 gold, whether my interest is +0 or +10, doesn't make or break endgame.

As for early game, just my opinion but I feel it's not worth saving up for that minor interest because the early game is where every tower and damage matters. In fact, as Admiral Ackbar says... IT'S A TRAP!! Saving up for that slight interest cost me lives, which is a permanent loss for the entire game with no way to recover from (unless you add % chance to lifesteal tower). I'd rather not have skimped on a tower if I could place it in early game.

So while an interest-ing (pun intended) mechanic, it falls short in execution. Removing the cap will make it interesting for endgame builds, but can easily lead to a broken mess if unbalanced. It also works better for games where the towers with higher costs that can scale much further.

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Yeah I get where you're coming from and uncapping it would ask for just content increases in all sides really, more towers, more upgrades and making them cost more too. The whole thing really, which is very hard to do in one week. I'll definitely put some more thought into how to incorporate it way better after the jam is over.