still being worked on?
Strickove
Recent community posts
Maybe you could make it where you have to sacrifice (invest) the one you get to unlock the recipe?
A few ways you could do this is to have it as a standard system readily available at the first time you obtain a "researchable equipment", or you could open it up as endgame content, where you get "Experitech" (name pending) to unlock the blueprints and possibly upgrade the blueprint item's effect itself, similar how Microtransactions applies to rigs.
The highest I've gotten is wave 30, and that was with the strategy of using 5 turrets and spreading out upgrades evenly between them. Which results in me only being able to level them up once (50xp + 50g each) and being able to spend 150g on crank-action upgrade for just 2 of them before I die.
not investing in the first level up to save the 250g cumulative gold causes you to get overrun around wave 15-18 as your turrets can't even kill one thing with their abysmal fire rate, combined with being no longer capable of one-hitting red blips anymore.
All the upgrade options are there, but at the current state, the player never gets a chance to pick them up.
this needs a serious balance pass, tried every possible strategy available early game but you simply can't catch up to the spawn frequency and enemy health scaling and get very rapidly overrun. dont think i've gotten more than 2 towers with crank-powered before i died each time. the base towers simply suck too bad and the xp upgrades costing money leaves you in a downward failure loop.
also, the aiming ai is bunk, the few, slow shots each tower CAN get off before enemies are promptly out of range tend to be wasted on overkilling the first target, letting the next 2 enemies behind that overkilled guy just continue on down the lane uninjured.
maybe upgrades help this problem but that is a moot point since you don't generate nearly enough gold fast enough to get out of the downward failure loop mentioned prior.
This still being worked on? If so, here is some feedback:
Took a bit to figure out that QE are to rotate! maybe a brief controls tip popup at the start of a new game is in order?
speed-up function does not speed up zombie walk speed or tower shooting rate, just day time. this means the spawn rate and income from markets is sped up but not the rest of the game.
upgrades cap at 20 total? please remove the cap <3
Tier 2 walls have no health upgrade option like Tier 1 walls do.
starting plot is too large and/or upgrades are too expensive. this causes the player to opt to spamming buildings instead of upgrading the ones they have. 40 markets at 50g a piece is much easier to obtain and more effective than upgrading 10 of them.
autopathing in place allows super easy exploitation in the player's favor and makes walls actually having HP only useful if you just make an open, but long, snaking path to your base (using the ample building space inherently available)
Unupgraded buildings are too strong (not just the market) and there is usually no reason to upgrade them (because you can just place another one for pennies on the dollar)
overall, the game is fun and worth the time spent playing but it definitely needs a balance pass :)