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Otherwise don't have an opinion on this, maybe just add an easy-mode or something
Plus, the developer might decide that any sort of meta progression like I suggested has no place in their game, which is also perfectly valid.
Re freezing tower, given the mechanics of the demo, not too sure what effect it would have. Maybe applies X freeze stacks on each monster like the snake tower applies poison, and each stack is one time that a tower will hit it before it hits the tower? Having their movement slowed wouldn't help, just slow things down more then they already are.
Re round timer and incoming boss indicator. Did you see the round counter in the bottom right of the screen? I agree that it could stand to be more visible, and a warning of 'Boss every 10 rounds' would have been nice, but it is already there.
Metaprogression is designed to allow players to hit roadblocks, overcome them, and then hit new roadblocks. Like in roguelike and roguelites, it's either impossible or a superhuman feat of difficulty to beat the game on a fresh save. However if you grind excessively, the amount of extra stuff given to the player can make the game trivial.
In a game like this, unlockable upgrades like "start with an extra tower" or "towers are cheaper" aren't really helping you overcome roadblocks, instead it's helping you lower the skill ceiling. Which is hopefully pretty obvious that it would be bad game design.
Some ideas I have for meta progression would be something like "every 8 waves, you unlock a swap token. Choose one tower and then another and they'll swap places."
This could be used to actually expand on strategies as well as recover from bad rng, like being forced to put a Glass beside a Flower. Now you can fix that.
Or being able to unlock procs or other kind of abilities like "for the next 3 waves, Chest Tower has an increased chance of appearing."
Temporary Nullification would be great. Hit Bees and only see Honey for a few waves.
Stuff like that.
Or what would be really cool would be a "create your own difficulty" with things have two parts: draw an extra card but also one extra enemy every wave.
Stuff like that would be cool. but ideas for just "gain more gold, draw more towers, always start with a cat tower" are just really lame imo.
I have to confess, I only found out about this after I had already posted.. ^^°
being able to give the enemies more stats or less gold to you
So you can distinguish optimal strats more intuitively and to force players to actually calculate
Edit: imo we need hard mode and infinity mode ASAP^^