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(3 edits) (+1)

Great entry! I enjoyed this a lot, especially the idea of the self-replicating enemy. It adds urgency to the gameplay, and thus fun. In my opinion the graphics and the sound, and maybe also the theme setting, suggest a different genre than "tower-defense": as other suggested in the comments, it's more an "arcade" game! I'm not saying that this is a problem, I was just surprised when I started playing :)

With the hope of being constructive, I tell you that having something that grows exponentially is often a risk in games. Exponential growth induces positive feedbacks: the larger the enemy, the faster it becomes even larger, and so on and so forth. That might be a problem for game balance, because a little error at the beginning - maybe you read the tutorial too slowly and the enemy grows too much - can soon ruin the whole game. Based on a true story :P
However, when I managed to destroy the first enemies, I had enough money to build more ships and the game became immediately easier, because I was shooting at them even before they start to replicate. In conclusion, it felt to me that the game was sometimes too hard, sometimes too easy. That's of course just my experience, I don't mean to tell you what to do with this :)

As a proof that I still enjoyed the game, let me flex my final score :P
I don't even know if it's bad or good, I was just proud to have lasted that much ahaha

scores.jpg

Thanks again, and congratulations!

(+1)

Thank you for playing!

The risk of exponential growth is, or at least was intended to be, the real point of the game. It was extremely intentional on my part that a small slip up early on leads to total doom (and I experienced this myself while playtesting). Moreover, I broadly figured the best gameplay arc would be: player slips up, loses, restarts, and then wins. I guess the idea is: I wanted this game to demonstrate just how scary exponential growth is.

(I originally thought I might title the game something like "fragile defense" to try to communicate how... well... fragile your defense necessarily is against exponential self-replication. Unfortunately I also had recently set myself the goal of making a game with a really long title 😄)

The language about good ship coordination, and what not, is really also about destroying the enemies before they start replicating.

So depending on what exact kind of difficulty unbalance you experienced, it may be completely intended. Of course, even if the unbalance is intentional, it still might be bad. I personally think I like the idea still, but YMMV. 😄

One side note: enemies shouldn't be spawning while the tutorial is open. If they were that's a bug. Also, for reading the ship "info" screens, it should be possible to do that while paused--but this is only communicated in the game description so it may be easily missed.

Thank you for the feedback!

(+1)

Ok, you were perfectly conscious of everything, nevermind 🙃
In this case, I can assure you that the game serves its purpose of "unstable balance", which is of course a legit and valid gameplay choice! And yes, I followed exactly your planned arc, so evidently the presentation works as intended!

The title is great, I love extremely long titles, please don't change it :P

Regarding the spawning, I didn't remember exactly whether the enemy spawned during the tutorial or it was there since before, so don't take my words as a bug report ^^" Besides that, I also missed the pause button (sorry, I'm a terrible playtester ahaha), so reading the description was indeed unnecessarily difficult. Glad it was all my fault :')

Again, thanks and congrats!