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Don't get me wrong, the mode itself is a cool addition, but it feels strange to me.
Kinda even took a "finale" feeling away in a sense tbh, since in general we are playing a ship based game...
Maybe you should have opened with that instead of "this sucks and its broken". Its okay to admit that you just don't get something or its just not for you.
When you walk onto the core there is a button that shows up, its highlighted i believe, in the same spot the buttons for tutorials popped up whenever you got a new ship. The purpose being you were trained all game to know there's is help there. Its probably not super obvious but its also pretty hard to miss.
If you didn't know how to get AC...
There was 2 creep breeder spots in earlier tunnels. To make AC you had to lure creep near them and use conversion bombs. It was risky too because if they turned into creep makers it'd be game over. Had to have a save, though i didn't make a mistake once.
It just felt like bad UX that I suddenly had to switch from a "point and shoot" mode to a "click this element that is placed statically in 2d space".
What would have felt fitting? Activating it via SpecialFire (was it Space?) when on top of the core.
This is just how I feel a platformer would have managed that particular game element. The click felt very Win98-supermanual-and-weird.
This is basically just emphasizing my core complaint.
This is not a platformer, so the mode feels weird to me.
As a separate game - cool. For modding - cool. As an element in a game that revolves around ship-TD-thingies... meh. Don't get it
Cool, I wondered what was required for this.
At first I was like "does CreaperEater multiply with these?? I thought it didn't..." and would you guess, it didn't
First layer, then 2nd layer (both casually damagable, but will regen pretty quickly in case you are cycling to much between them), then explode core via button in the middle (click with mouse).