2 minutes ago, markypooch said:
Someone always eventually does if your game garners enough attention.
This is what I was thinking, surely if you do well enough someone will eventually 'beat' level number x and see how you let it go to waste lol.
With the number of units issue, I currently have only got 1 map and its almost 50/50 split between path and tower placement area which kinda might be poor design because in an older version you could just bang a couple of towers right and the entrance and nothing got through for like 15 waves! So this lead to gaining a ton of money and when needed you would spend a tiny bit of it to add a couple more towers OR you could almost fill the map and for the next 20 waves you've got nothing to do... So when making enemies harder and the money gain is less you're 'lucky' if you manage to keep on top of the enemy by placing enough towers. So I need to reduce the enemy health a bit but I also need to figure out a way to prevent you from putting all your towers down and sitting back doing nothing. (Someone had previously suggested having enemies be able to shoot back at towers so that requires you to keep replacing towers... I like that idea)
I feel like every little improvement I make leads to the inevitable you can place x amount of towers and the enemies won't even get past that corner, once upgrades work as well they'd never get past ?
Its they if they spend wisely part I think i'm most stuck on really, I'm trying to figure out the right and wrong amounts of cash to give them so they could be wise and survive longer. I think i've relied a bit too much on 'random' which I think is also like the throwing balance out the window kinda thing really. I think the key solution i'm looking for would be this
12 minutes ago, markypooch said:
Always offer another upgrade to player units that linearly scales
and it may feel boring to those that know how it works but if executed right and hidden enough then people might not click on to just "Oh, I could just upgrade this once per wave and it'll keep me alive" -- Or maybe not THAT simple but yeah, Key is in the upgrade, and making sure they can afford it IF they choose to?