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(+1)

Thanks so much for the feedback. I think this hits on a lot of things I want to improve/add.

  • Higher difficulty levels add "extra" challenge by adding a few scaling spawn groups from wave 6 onward. Specifics aren't really important though if it doesn't work and even in my own testing I do agree it's barely tangible if at all. A few intended changes that may address this larger issue;
    • Adding "elemental" units. Removing material randomization and using color and effects to convey an enemy is resistant to some types of damage.
    • More unique traps and more damage types/status effects.
    • Better trap balancing with a specific focus on making elemental/status combos stronger.
    • Making the top tier units stronger but less numerous.
  • Push traps actually pushing alive units around is something I've wanted to do but is a performance concern. It is something I am definitely working towards supporting though.
  • Navigational issues are known and I am slowly improving UE's crowd path following system.
  • Single item building is coming very soon. Will be making it so that shift left click allows continuous building.
  • Manual wave start is coming very soon. Internal code is done - just needs UI and a keybinding setup.

Good to hear, it's mostly just that it's a demo and that you're working on what needs to be done, then.

I'd just like to say, I'd be wary of going for 'Enemy is resistant/immune to X so you have to use a variety of traps' and throwing in a load more damage type. It's a common route to take but could lead to bloat and not much diversity in options. Instead of a player spamming the same trap over and over, they'll be just spamming towers like 1,2,3-1,2,3.

Having, say, a tower (door) type that hinders movement until enough 'damage' is done to it and it has to reset, then having an enemy that specializes at breaking in these door-towers (and may have some other properties) would be an example of an enemy that isn't resistant but still overcomes some traps. Fast enemies that are prone to trip-traps (slowed after being tripped), an enemy that doesn't trigger floor traps (but still gets hit if others trigger it / triggers it if they have a certain status effect), an enemy that sacrifices itself to block a trap's hit, that sort of thing. Basically, posing a question to the player of how they should design a set-up to handle a unique enemy, rather than just placing down different tower types. That, along with traps that work well in some environments (long range trap long corridor, push trap to ledge, map water that slows but removes statuses so you might use non-status-dependent traps).

I'm getting carried away with ideaguying but yeah, if you try out resistances just be careful that it doesn't just turn into a different type of trap spam.