Enjoyable, but as stated by Ravery, the difficulty disappears and it becomes just a waiting game with nothing to do but ‘idle’ for multiple hours on end.
I really do like the ideas on display here, but I feel like there just isn’t enough to do at the moment. Players micro-manage and min-max for maybe 3-10 minutes and then they sit there waiting for half an hour so they can afford the next upgrade, then after another 30+ minutes they grab the next map and spend a few minutes setting that one up.
Here’s my advice/feedback:
~ Add in another low-tier map that you unlock by reaching round 50 on the first map. (not tied to loyalty)
~ Increase the number of daily missions from 3 to 6. (with new missions replacing completed missions, until you reach cap)
~ Rebalance some of the prices to increase difficulty - I’d like to see a roughly 30% increase across the board, with some rounding up here or there as needed.
~ Add a hotkey for targeting - The active block is kind of unwieldy, and would be vastly improved if we could more carefully place and aim it; having the ability to move it over the ‘road’ is really useful, but it’s kind of weird to get into position. Gotta play around a bit to get it just so.
~ Add some text during the tutorial to let the player know that all towers will fire without aiming at targets unless specifically stated. Kind of a weird setup, with them not aiming at the blips, but not a big deal either way. Just surprised me when multiple blips waltzed past because the tower was attacking in a pattern, instead of targeting the enemy.
~ When upgrades are locked, darken them even when you can afford the cost
Haven’t reached the third map yet, so my feedback is pretty limited for the moment, but I had some time to kill cough I wonder why cough so I figured I’d share my thoughts here.
EDIT: I’m going to break my keyboard if I forget how to line break with markdown one more time…