@dubesor, I'll give you that the Thief branch is piss poor, but the other two trees are pretty good. Mages get a lot of spells and buffs because all they can do is up their intelligence for more damage. Melee classes can increase their base damage, their variable damage, and their attack speed without any talents at all.
I think the biggest balancing issue with the FCG is that monsters in general are pretty mediocre. Tons of great, fairly cheap cards insta-kill them, along with a ton of other cards that pack enough punch to kill the monsters without effort. Currently, outside their effects, they're more or less not worth the time. Unless you have a Perma-Monster deck of course.
Pretty well designed game, though I have a few criticisms. The game was a cakewalk up until that final round, where the difficulty ascends less like a curve and more like a sheer cliff face. Still, as hectic as it was, I had invested so much into my satellites that only two managed to slip through, and if I had upgraded all three to max I probably could have just watched. The weapons are severely unbalanced; the turret turns into a murder gun well before max and when the satellites all target one thing, it doesn't last but a moment. Less important, an endless mode would be nice, and sometimes the turrets blocked the asteroids from view until the last second. Still, very fun game that doesn't overstay its welcome. 4/5
Polished? This is the roughest tower defense game I've seen. The towers and enemies are completely unbalanced, the user interface is as unwelcoming and cold as a concentration camp, there's glitches and exploits left and right, it doesn't have a button to speed up the game (which is damn-near essential in this genre), and upgrade "system" is a joke.
I will give you that the method of unlocking new towers is unique and interesting. That, at the very least, was thought out. You can tell that no one but the developer played this game, though, and even that may be a stretch. This might be a reasonable beta, but to call this "polished", or even "finished" for that matter, is a joke.
Great launch game. It's obvious a good amount of effort was put into this, which already sets it apart from most of the paint-by-numbers ones that tried to follow up on the success of some of the trend-setters. The controls are quite nice, and the upgrades are much better than most of the genre. However, the music was... lacking. 4/5
Good game with a lot of interesting ideas, but the horribly sluggish controls really bring it down. You've got a good concept here but the gameplay needs some serious work.
3/5 This is a really good start, but you need to add a lot more content to make your ideas shine. This version seems pretty rough around the edges, but you've got something to build on.
@dragon988
Want to see something fun? Get some kind of turbo clicker and watch how amazingly fast your stats grow. Of course, Tukkun punishes this by causing the repair button to still take coins when you press it without needing repairs.
@Joshhh, symmetry isn't necessarily balance. Progress boosts are different than coin and experience boosts. Coin and experience boosts affect most of the game, while progress boosts merely affect the progress bar itself. The new system takes this into account, so it's not going to be a uniform drop between the three. More importantly, though, how do you expect him to create balance if he doesn't experiment with the system?
I think the current boost system is a bit unbalanced. I'm around level 390 and if I keep spraying the ants my boosts are virtually self-sustaining. I mean it was easy to keep my boosts up before but now it's pretty much effortless. It seemed to work better before the ants took longer to build back up.