Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
for that matter, is there a place i can see what day i ended on? I only see my high score
After getting a couple of late runs, I'm inclined to believe that everything starts to fall off once you get to that point. If you're not running Hermit Protocol, arc flail's kind of just a projectile zapper. If you are, you have to keep flares up as often as you can to avoid having it get overwhelmed by there being Just Too Many Things.
Focusing on upgrading the primary gun seems to be the most consistent for me - which I suppose makes sense, given it's your primary gun. It would be nice to be able to more fully put the sub-weapons into the spotlight of a build from the get-go, but I think that degree of specialization is something that'll come naturally over time as more upgrade groups are made.
100% agree with the turrets - them dying in 1-2 hits from just about anything makes them feel like an "I mean I don't want the other things on offer, so..." choice. The doubled rebuild time on the turret upgrades definitely aren't done any favors with their fragility.
I mean, there's no doubt some way to counter it since people are managing to get past that day, but it instantly ended both of my runs that got up to that point the first time it showed up.
I haven't managed to nuke it in time (probably have to react quickly and massively lead it) but if you do you get a big upgrade bonus, so that's pretty nice. Staying ahead of the curve upgrade-wise is the only way to get further in.
*All* gun upgrades are big jumps in capability for your main damage source.
With anything else, you get upgrades that do nothing on their own (spending a point just to open the upgrade branch) or are just an incremental improvement for something that isn't even your main source of damage.
Half-upgrades might be an interesting concept to play around with, essentially upgrades that cost half an upgrade point.
Things like +50% nuke speed, +30% fireball duration, and blackout protocol would be half-upgrades.
I get further with a better gun, or an arc flail upgraded where it becomes useful on higher tiers.
I like the concept of the red and yellow upgrades, but I can't trust the lazer towers to handle most side stuff. I don't expect an upgraded lazer tower to even shoot down a missile without help.
- Remove the need to spend points for research upgrades, it feels very lackluster to spend a point that do nothing on the moment. Either give the research some small bonus, or lock in the research with some perk. For example, buying a upgrade just to buy lasers feels just an extra expensive bureocracy.
- Add more upgrades that meaningfully change how the guns operate, most upgrades are damage/speed buffs. I played the game for a few hours now, most I've managed to do was triple shot and ricochet. (Maybe there are higher tiers I didn't find)
- Make the different trees interact with each other. For example, an upgrade that your shots have X% chance to fire a lightning bolt from your shield, or deploy a weaker nuke on hit, or lifesteal enemies to regenerate your shield, etc.
- Laser turrets are so squish that on later levels they die as soon as they respawn, making them useless. Either make them invincible, or buff how much they can tank by a lot.
- That snake enemy is a pain to kill if you go the no-nuke path, making only a small fast moving head hitable is frustrating. Make it receive damage, albeit smaller, from hitting the body.
- That invisible enemy can be dealt if you have nukes, but on the no-nuke strategy, they are also very painful. Sometimes they wander the map a bit before attacking, but sometimes they teleport right away to attack. Make them wander the map 2~3 cycles before attacking, to give us some time to deal with them.
- The tank enemy is hard to deal with, that bomb tanks a lot, and it attacks just after appearing. Either make the bomb weaker/slower, tank weaker, or delay the attack somewhat, so we can have time to deal with it.
Also research upgrades not giving any benefits beyond new later options doesn't feel good, it feels like a "wasted level up".