Pretty good stuff for 2 days. Ended up playing until wave 13, but felt like the difficulty never really ramped up significantly. Since there’s not a ton of gameplay elements or juice due to the limited game skeleton presented, here are a number of gameplay suggestions in no particular order:
- different types of turret
- different types of enemies: extra durable, bosses, siege, enchanters (buffers)
- collision of arrows with structures so positioning matters more
- wave timer for extra time pressure (feels weird to activate waves from the altar that you are supposed to protect).
Didn’t take a single point of player damage because you can mostly chill inside the base and shoot from there. Though I like the gold pickup mechanic (I was going to suggest that, until I realised that is actually how it works), there should be more incentives to venture out on the field (more ammo, health pickups, limited bullet range?).
Infinite shooting speed should be removed to avoid spam clicking (for accessibility reasons), and it allows adding shooting speed buffs to the shop.
There also seems to be a (relatively rare) bug where the player sometimes stops moving for a bit (not sure why).
Overall very solid entry despite the lack of juice! Found myself playing longer than I would have expected :)