Is there anything after Hellstones? Does the game track any denomination above qt? Is there a wiki where we can find these answers? It's easy to feel like we're just spinning our wheels after a while, with no goal in mind, and no leaderboard.
Shoot sideways, damn you! Great game, though. The rapidity of the upgrades and their dramatic effect is what keeps you playing. Being able to down a boss in five seconds who previously was giving you fits is gratuitously satisfying.
This is fun, but I kind of get turned off by the fact that you get screwed for killing the enemy "too quickly". In other words, you need to deliberately be ineffectual in order to milk the level for coins, in order to succeed. It would be nice to have that "efficiency penalty" tempered with some sort of quick finishing bonus.
Oh, come on. I specifically read the description of "Sea of Fire" and it said it dealt damage to all ENEMIES. So I used it. It killed the trade sheep. Hello?? CLEARLY NOT AN ENEMY. Fix your spell descriptions. Or fix the spell. Please.
I enjoyed the simplicity with which you streamlined the game play and focused on the story. You kept the player hassle to a minimum, which is what was needed for a game like this. Well done.
I wish there were a way, using bag loot rules, to separate "restoration" consumables from the scrolls of deception and buff/bonus "next battle" consumables. I don't want them in the same bag. I also wish there were a way to say "and below" instead of "and above" to specify the loot rarity a container is allowed. Lastly, there is clearly some tweaking needed in your "suggestion" engine for equipment upgrades. I've seen worse items proposed as "looks good", and I've seen epic upgrades ignored. If there's an engine driving these suggestions, allow the user to tweak it, perhaps? Good concepts here. They just need fixing.
Also, most of these buffs last such a short time, they're hardly worth casting? Do you even get a full turn's worth of quickness out of Swiftness, to make up for the turn you spent casting it on yourself, before it expires? Shield Wall lasts, what, the duration of one enemy attack? For 60 energy? I think some of these durations need to be tweaked in the player's favor, else they're not worth using, and then each hero becomes a one-or-two-button grind. I like the diversity you've built into these classes and their non-direct-damage abilities. I'd just like to feel like they're worth using, over direct damage, without being a waste of energy.
We need better tools to manage and sort inventory, and mass-sell, and auto-sell, and sell from the loot screen (there's a discard button, but not a sell button, when you loot? Really?) I can see some thought was put into this, in the sorting category at least, but not enough. The ability to sell multiple items at once without dragging them to the Sell box one by one is crucial. Minus that tedium and headache, this is a great game.
You should still get experience when you fail a level. Otherwise, there is no progression. Also, what is the point of three-starring a level, since it unlocks nothing and yields no additional experience? Why would I go back and three-star levels? That makes no sense. Explain it to me please.
Sorry, I was getting really into this game, but you lost me on level 9, when you introduced the element of clicky clicky carpal tunnel insanity. The final boss spawns a bunch of eggs and all of a sudden it went from a strategy game to a whack-a-mole arcade game. That's not what I signed up for. The less micro in TD games, the better. Just my opinion.
Ace_Blue nailed the healing problems with this game in his comment. Your response to him ignored that and focused only on one tiny element of his comment, the lack of an epic story. The healing in this game is laughably underpowered, making it basically a kamikaze zerg DPS rush rather than a true strategy game. I feel like you are so close to a game that has true replayability, but it's not quite there.
uh, cruising right along until the final boss, and then, whamo, he and his minions hit me about 5x harder than they ever hit me while they were spawning on me at 100 threat during the upper levels. Nice balance...
Feature request: the ability to assign a worker to a specific workstation, and also block a specific worker from using a specific work station. That way I could be sure that my high-level workers always get priority on the more upgraded versions of their respective workstations. This becomes particularly hairy once you've hired some of the "hybrid" workers who employ different workstations. I just had my lowbie jeweler hog the upgraded anvil for the entire duration of a research upgrade, thus, my high-level blacksmith went to waste for the entire day. Boo. Alternatively, implementing a way to "move worker" to a lower level workstation without losing his progress would be nice too.
When you perform a human-bot check, the focus should immediately shift to the text input box so that whatever you type shows up there. And pressing ENTER should send the typed value to the program. Currently it does not, so we have to bother to click "OK". I shouldn't have to click on the text box, then type the answer, then click OK. That is unnecessarily tedious for your devoted players.
cry more