LOVED this game. Won on my second run through with a zombie-build. My thoughts / suggestions in no particular order:
- I also had the menu collapsing on me all the time (Had a bazillion units), and I think it happens when the cursor pass over the corner between four thumbnails, where the rounded corners makes a tiny hole.
- In my very limited experience, mana / boost potions were rarely worth considering while pathing, but treasure chests created really interesting risk vs rewards dilemmas (which made me sad that you can only get one per floor). Maybe have smaller and bigger treasure chests for more variation?
- When I lost my first life on the first run, there was nothing I could do (I had simply fallen below the curve). I couldn't complete the level, so I didn't get any money, so I couldn't improve my deck, so I just lost again and again. Maybe set the difficulty back a couple of stages whenever the player loses a life?
- I had multiple units that had incrementally improving stats, and it was a bit of a chore to mouse over each one to see how far it had improved while rearranging. Maybe those units could have the stat in question displayed in the corner of their thumbnail?
- I have to admit I wasn't a huge fan of the pathing-phase. Primarily because I felt the dexterity challenge didn't mesh all too well with the strategic parts of the game. The fact that you can't see enemy attack range while moving, means I have to remember the entire path before starting to move. With the snake being a bit unresponsive on top of that made it a bit annoying.
- The shop selection being completely random meant I sometimes had few, if any, choices. During the later floors I was so rich I always just bought the most expensive unit available every time. Maybe adjust the selection based on how much money the player has? Or do the snrx thing where you can upgrade the shop itself.
- Two things that didn't feel very intuitive to me: 1). Items reset with each wave, but not items that has been moved by a minion? 2). You don't fail a wave even if you don't get a key, as long as one of your monsters survive?
- It was really frustrating when the key I needed was ON the exit tile :p Don't know if that needs fixing, but...
- The "proc" abilities are a bit hard to work with. It's completely random? In that case, I would personally be more intrigued by "once every 10 sec" or something.
- In later, bigger levels, multiple exits could be interesting.
Great job, look forward to re-visiting!