Hi! I’m sharing these notes to help you with development. I really appreciate that you are updating the game regularly, keep up the great work! (When I write this, I played on December 27 and 28 until I got 3 droppers from the 2nd floor with 3 rebirths.)
Visuals & Aesthetics
Upgraders: You should add a color change effect when a block passes through an upgrader (for all models before the 40k one). Currently, only the "Ultra Dropper" feels distinct in the early game.
Dropper Identity: Instead of dropping generic black spheres or apples, you could give them a unique identity related to the TD theme, such as mini-turrets or military gear.
Environment: Adding more decorations along the Tower Defense (TD) path would make the map feel more alive.
Tower Defense (TD) Balance
Difficulty Spikes: The TD system is great, but the difficulty gap between waves is too high. A Level 1 turret is enough for waves 1 to 3, but wave 4 suddenly requires multiple upgrades or new defenses.
Balance: The Tesla tower feels too weak compared to the standard turrets.
Variety: There are too few defense options before the 50k Tesla. I would prefer being able to place multiple instances of the same turret rather than just upgrading one, or at least having a skin that changes as the turret levels up.
Progression: It’s currently possible to progress and Rebirth without buying any TD defenses. You might want to add "Wave Requirements" to certain buttons to force engagement with the TD mechanic.
Economy & Scaling
Wave Rewards: The earnings increase between waves is too low (barely 100€ extra). It doesn't provide enough incentive to replay or grind waves.
Level 1 floor vs. Level 2 floor: There is a massive balancing issue here. Even after 3 Rebirths, it takes several minutes of waiting to save 300k for a new dropper.
Profitability Issue: The Level 2 floor droppers and mergers (costing around 600k total) only yield about 15k for 10 items, whereas the Level 1 droppers produce 30k in the same timeframe for a much lower investment. This makes Level 2 feel unrewarding; players would rather just wait for a Rebirth than buy these droppers.
Offline Farming: This is a very good idea and works well.
Rebirth & Multipliers
Rebirth System: The system is good, and the new area accessible via the stairs is a nice touch.
Multiplier Bug?: I’m not sure the multiplier is working correctly. After 2 Rebirths, I don't feel a significant boost. For example, the $5 button gives me $6 even with a 1.60x multiplier (it should be $8).
The "Click" Button: Instead of a lonely button in the corner, you should consider making it a "Starter Dropper" with a manual button attached to it.
Social & Interaction
Multiplayer: A major missing feature is the ability to see other players' buildings or interact with them. It would be great if we could "test" other players' defenses to earn money or rewards.
Technical & UI
Stats Bug: Player stats in the rebirth area only update after restarting the game.
Pacing: Add more intermediate purchases (like decorations or minor upgrades) because, at certain points, the player is just standing around waiting for enough money to buy the next dropper.
Visuals & Aesthetics
Upgraders: You should add a color change effect when a block passes through an upgrader (for all models before the 40k one). Currently, only the "Ultra Dropper" feels distinct in the early game.
Dropper Identity: Instead of dropping generic black spheres or apples, you could give them a unique identity related to the TD theme, such as mini-turrets or military gear.
Environment: Adding more decorations along the Tower Defense (TD) path would make the map feel more alive.
Tower Defense (TD) Balance
Difficulty Spikes: The TD system is great, but the difficulty gap between waves is too high. A Level 1 turret is enough for waves 1 to 3, but wave 4 suddenly requires multiple upgrades or new defenses.
Balance: The Tesla tower feels too weak compared to the standard turrets.
Variety: There are too few defense options before the 50k Tesla. I would prefer being able to place multiple instances of the same turret rather than just upgrading one, or at least having a skin that changes as the turret levels up.
Progression: It’s currently possible to progress and Rebirth without buying any TD defenses. You might want to add "Wave Requirements" to certain buttons to force engagement with the TD mechanic.
Economy & Scaling
Wave Rewards: The earnings increase between waves is too low (barely 100€ extra). It doesn't provide enough incentive to replay or grind waves.
Level 1 floor vs. Level 2 floor: There is a massive balancing issue here. Even after 3 Rebirths, it takes several minutes of waiting to save 300k for a new dropper.
Profitability Issue: The Level 2 floor droppers and mergers (costing around 600k total) only yield about 15k for 10 items, whereas the Level 1 droppers produce 30k in the same timeframe for a much lower investment. This makes Level 2 feel unrewarding; players would rather just wait for a Rebirth than buy these droppers.
Offline Farming: This is a very good idea and works well.
Rebirth & Multipliers
Rebirth System: The system is good, and the new area accessible via the stairs is a nice touch.
Multiplier Bug?: I’m not sure the multiplier is working correctly. After 2 Rebirths, I don't feel a significant boost. For example, the $5 button gives me $6 even with a 1.60x multiplier (it should be $8).
The "Click" Button: Instead of a lonely button in the corner, you should consider making it a "Starter Dropper" with a manual button attached to it.
Social & Interaction
Multiplayer: A major missing feature is the ability to see other players' buildings or interact with them. It would be great if we could "test" other players' defenses to earn money or rewards.
Technical & UI
Stats Bug: Player stats in the rebirth area only update after restarting the game.
Pacing: Add more intermediate purchases (like decorations or minor upgrades) because, at certain points, the player is just standing around waiting for enough money to buy the next dropper.
Carlinhos