The next version will add a scoring system and persistent high score tracking. I'll probably lower the interest rate a bit (maybe module by difficulty level or by current wave) but basically, it's intended that you have essentially unlimited mana by the end of the game but I think people might be reaching that point a ltitle too soon. (Basically, mana is intended to be a secondary resource which prevents you from building high-level towers too early in the game, essences are the primary limiting resource.) The scoring system will take into account how much mana you have and how many lives you have at the end of each round, which will provide more of an incentive to use the interest system to maximize mana. Hopefully that will add a bit of depth to the mana/interest system.
Alright, played it through on brutal now as well to get a better image of the towers at higher difficulty's.
First off, Steam Trap. In my opinion this one can be considered 'God tier' for quite long into the game. Several reasons:
1) It seems to occasionally bug out and explode twice in it's 3s attack period, it seems more frequent when 2 mobs enter it's 'melee' range at roughly the same time though that may just be me. This obviously makes it a lot stronger.
2) While not entirely an issue neccesarily, but due to the 2x hit you can basically take any 2 starting towers on any difficulty, block off one of the corners forcing them to walk over the stream trap twice, and then not bother building anything at all until wave 5. (also largely thanks to wave 3&4 being Shadow/Light and Steam Trap is strong vs these)
This works on any difficulty and is definitively a big help in getting your interest started. On brutal I did have issues getting enough fire power to kill the boss in time with this setup due to the essence limit, however with better anti-boss towers and some more investment it should still be doable I believe.
This works no doubt entirely due to the Steam Trap hit bug, but I think the advantage from doing that start is just so big that there's no need to consider alternatives. Just pointing out how strong it is right now.
Moving on to other towers which I feel should get a mention.
1) Quantum Tower - Not much to say it just does a crapton of damage, it's single target dps is not much below most single-target towers while the bounce can boost it extremely high while AoE'ing.
2) Teleport Trap - Teleport Trap and Torment Tower can pretty much guarantee a kill on a boss even if they're the only towers you got. There should be some limiter or increase the attack cooldown. I'd rather see a nerf to this than to Torment Towers anyhow.
3) Resonance/Obliteration Tower - they're kinda in the same boat that their range is boosted at the same time as their ability - which relies on range. I often feel that their T3 version is slightly on the weak side where as their T6 version are very strong towers in my book.
4) Quake Tower - Stun locking bosses is so very very powerful... I don't really feel they're worth putting in my main maze, however putting a few of these at less optimal spots at the start or end of my maze can definitively be a big help. However at the same time if they're not worth putting in the centre of your maze that means they aren't too powerful either... Perhaps make the stun AoE and reduce it's duration?
5) Plague Tower - I just feel this tower is as bad as it gets, I would never get it personally, the DoT is just not worth it and the most viable placement for this tower is basically on the other side of the map of where your maze is located.
I think that about wraps up the towers which I feel are exceptionally strong or weak. I could make this post a lot longer but I'll refrain for now, this'll probably give you enough for now ;)
Oh, and Vortex currently works on bosses which, as it's % based damage, makes it do way too much damage.
The next version will add a scoring system and persistent high score tracking. I'll probably lower the interest rate a bit (maybe module by difficulty level or by current wave) but basically, it's intended that you have essentially unlimited mana by the end of the game but I think people might be reaching that point a ltitle too soon. (Basically, mana is intended to be a secondary resource which prevents you from building high-level towers too early in the game, essences are the primary limiting resource.) The scoring system will take into account how much mana you have and how many lives you have at the end of each round, which will provide more of an incentive to use the interest system to maximize mana. Hopefully that will add a bit of depth to the mana/interest system.
Alright, played it through on brutal now as well to get a better image of the towers at higher difficulty's.
First off, Steam Trap. In my opinion this one can be considered 'God tier' for quite long into the game. Several reasons:
1) It seems to occasionally bug out and explode twice in it's 3s attack period, it seems more frequent when 2 mobs enter it's 'melee' range at roughly the same time though that may just be me. This obviously makes it a lot stronger.
2) While not entirely an issue neccesarily, but due to the 2x hit you can basically take any 2 starting towers on any difficulty, block off one of the corners forcing them to walk over the stream trap twice, and then not bother building anything at all until wave 5. (also largely thanks to wave 3&4 being Shadow/Light and Steam Trap is strong vs these) This works on any difficulty and is definitively a big help in getting your interest started. On brutal I did have issues getting enough fire power to kill the boss in time with this setup due to the essence limit, however with better anti-boss towers and some more investment it should still be doable I believe. This works no doubt entirely due to the Steam Trap hit bug, but I think the advantage from doing that start is just so big that there's no need to consider alternatives. Just pointing out how strong it is right now.
Moving on to other towers which I feel should get a mention. 1) Quantum Tower - Not much to say it just does a crapton of damage, it's single target dps is not much below most single-target towers while the bounce can boost it extremely high while AoE'ing.
2) Teleport Trap - Teleport Trap and Torment Tower can pretty much guarantee a kill on a boss even if they're the only towers you got. There should be some limiter or increase the attack cooldown. I'd rather see a nerf to this than to Torment Towers anyhow.
3) Resonance/Obliteration Tower - they're kinda in the same boat that their range is boosted at the same time as their ability - which relies on range. I often feel that their T3 version is slightly on the weak side where as their T6 version are very strong towers in my book.
4) Quake Tower - Stun locking bosses is so very very powerful... I don't really feel they're worth putting in my main maze, however putting a few of these at less optimal spots at the start or end of my maze can definitively be a big help. However at the same time if they're not worth putting in the centre of your maze that means they aren't too powerful either... Perhaps make the stun AoE and reduce it's duration?
5) Plague Tower - I just feel this tower is as bad as it gets, I would never get it personally, the DoT is just not worth it and the most viable placement for this tower is basically on the other side of the map of where your maze is located.
I think that about wraps up the towers which I feel are exceptionally strong or weak. I could make this post a lot longer but I'll refrain for now, this'll probably give you enough for now ;)
Oh, and Vortex currently works on bosses which, as it's % based damage, makes it do way too much damage.
Hey Riley, any updates on this map?
I've been out of town for the last week, just got home, so I'll be working on it over the next few days.
Awesome.