The tower defense genre is one that I sadly have not played in a long time. Therefore, I was expecting to be utterly destroyed at this game. I made the choice to play on normal difficulty in order to experience as much of the game as possible.
It was only a few waves in and I had unknowingly deployed my classic tactic: populate the enemy spawner with towers and upgrade them as soon as possible. To my surprise, I didn't feel punished for this style of play for the most part. That was until wave 7. I started to feel the pressure as the enemies approached my base, and the flaw in my strategy had become clear; any enemies that had reached past a certain point were free to attack with nothing to stop them. Fortunately, I ended the wave with 18HP left.
The difficulty seemed to increase up until wave 10, but if I had some feedback regarding the difficulty curve, it would be that I got away with my cheap tricks for far too long.
Now we're onto the drawing mechanic. This was a great combination and whilst I have not replayed the game yet I can see it will create many unique possibilities for each attempt. The redraw option allows a greater chance of a fair start. I noted that I often had more upgrades than towers though, and while it is understandable to not have so many towers available, you might be able to experiment with the idea of combining elements so that more of your cards can be put to use. It would also contribute greatly to the replay factor.
I know that the music and sound was cut due to time constraints, so there's no point in me talking too much about that. Instead, I'll say what I did like: the graphics! Both the UI and in game graphics worked well together and were very fitting. I was very surprised to discover that you could zoom in on the action and even pan the camera around in order to get a greater view of the ongoing battle.
All in all, a very engaging game that I am interested to see how you will expand on in the future. Good work!
Viewing post in [Jam Version] Rabbit's Element Defense jam comments
Thanks for the amazing feedback.
About the difficulty I'm not exactly sure how to tweak it, because right now it's just multipliers depending on the wave and stage. This is I think fair after doing some testing and easy start is not an issue because next stages are harder.
About the deck, I know it's a big issue. I designed it in a few minutes from the cards I made before. I originally planned to give player a choice of 3 decks and maybe even ability to buy packs and edit the deck, but I didn't have enough time to make more cards.
Omce again, thanks for feedback, I will make sure to apply some of your ideas when I have the time to improve this game after the jam.