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Gameplay Equilibrium - Suggestions #149

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sOOsswiwee opened this issue Dec 22, 2018 · 6 comments
Open

Gameplay Equilibrium - Suggestions #149

sOOsswiwee opened this issue Dec 22, 2018 · 6 comments

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@sOOsswiwee
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This is the best game for mobile I've found until now. Thank you, I spent hours playing this, so funny. In fact, I spent so much time I could realize some gameplay issues and would like to suggest some changes. English is not my first language, so if something is not clear, just let me know:

  • The last upgrade of Ray Laser is quite useless. At the time you get the money to upgrade it, you would rather spend it on fast machine guns than on this laser. I suggest changing the effectiveness of this Laser on Runners (the ones that are not affected by stun). This is because at level 99 it becomes quite impossible to destroy these runners, so Lasers acting as an effective piece to contain them would achieve more equilibrium on the game.

  • Division between enhancements. Specifically, it could be divided between two: area and power. Sometimes your strategy is to have more power than effective area.

  • Maybe something to stop Stars from regenerating too fast. At level 101 the stars regenerate so fast that it becomes impossible to destroy them.

  • The "magnet" (last upgrade of the pice that costs 500 coin) don't seem to work sometimes. It don't know if it's a bug, though. I noticed when you put many of then some just don't work.

  • In the future, adding a Lore to the game would be nice. For example, divide the game into levels where you need to achieve a minimum score to pass the level, not just waves of enemies.

Again, thanks for this game.

Anuto

@blackboxlogic
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Regarding the "Ray Laser": it is useful when placed well. It belongs at the beginning or end of a long straight line. It will strike all enemies on that line at once.

Regarding the "Magnet": I've observed that each enemy can only be teleported once. I don't know if this is by design or a bug. I suspect it is intentional since the teleported enemies appear to get marked with a glowing red circle.

@ranit8
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ranit8 commented Dec 30, 2018

The only map where I find the lv.3 Laser useful until the endgame is Civyshk Line5 with its huge straights.
Record1

In other maps, until level 90 the Laser does an acceptable job, after that the Rocket is far better (in bang for the buck, not just in absolute numbers). Therefore it's a waste to spend in a lv.3 Laser when you can wait to get the lv.3 Rocket from the beginning.

A possible improvement would be to double the range of the last Laser so that it keeps damaging enemies for a longer time. Another way would be to swap level 2 and 3 of Lasers.

@zultron
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zultron commented May 5, 2019

Screenshot_20190505-184635
It is possible to get beyond level 101. The long-range laser is crucial for this purpose; see the attached screenshot.

I'm curious why the teleporters work intermittently, too, but haven't dug down into the code far enough to understand yet.

I think the big revelation for me was that I could get father with fewer, more heavily enhanced towers. The towers in this screenshot are all upgraded to their maximum.

I love this game, too, and the code is very tidy. Really appreciate it!

@m4rkusxxl
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I normally only loose to fliers, see #156.
Lasers are not as cost efficient as the machine gun against those. (At least on the original map.)

@m4rkusxxl
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Btw, check the wiki for some more infos about the enemies and towers!

@sanguinariojoe
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I read some issues whining that wave 146 is unbeatable... Not true...

Some tips:

  • during the first 100 rounds, keep pressing "next wave" as soon as it is available. Afterwards, keep it doing when just the armoured slow enemies remain
  • use just one teleporter, surrounded by lasers. That would capture all the runners, while halving the balls of stars. That would optimize the damage rate
  • if you have a concave corner, you can consider using a bunch of mine sweepers, which would give you and instantaneous boost of damage
  • all machine guns aiming tge first, without tracking
  • at the time of facing wave 146, maximum 1 rocket launcher and 2 heavy lasers (everything maxed). All others machine guns maxed.
  • surround your arrays of machine guns by glue guns (tier 2)

Screenshot_2022-07-02-18-43-21-859_ch logixisland anuto

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