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(+1)

I had fun with this. I'm a big fan of anything that combines base defense with another genre. I think for me, the weakest area was meaningful choice over the towers. I am sure there are lots of tactical variety that comes from the choices you gave but it's hard for the player to see at face value why you should pick a normal tower over a slow tower, etc. I think some of that is just wording and presentation. The towers are abstract which fits the current style, but it makes them harder to understand at first glance both in terms of function and flavor. Adding a bit more determinism would also help, like some tooltips or ui that gives info about stats or something to hint at the intended use of a specific tower. 

The act of buying towers feels good, but why do you buy it from the statue/tower thing instead of just your tower? Is that its only role and the player never has to think of it again? Maybe the player should have to protect this or maybe you don't need an extra building for this? Maybe you have more in mind that isn't obvious from this build as well.  

The art is really cute and feels very fitting, but the controls I found frustrating. If you hadn't had the pop ups I wouldn't have been able to keep them straight at all. For me personally I'd prefer the standard WASD + E and Space, with click to attack but adding some alternate controls if not bindable controls would be nice.

I think you got some good stuff here and could already find some fun in the experience, great job and I hope you keep polishing this gem!

(+1)

Thanks for the feedback! I know I have to work a lot on the UI to add more info. It's just that I'm focusing on the gameplay, which is why it doesn't have SFX or VFX yet.

The idea with the slow tower is more damage for a lower rate of fire.

The store building is in case I make a bigger map later and can add a second store higher up, so the player doesn't have to walk back down again and again.

As for the controls, the game was originally point-and-shoot with the mouse, but I thought it could be more interesting to simulate an 8-button controller like old consoles, it was designed more for the boss arenas.

(+1)

Yeah, I really think its coming along and understand wanting focus on gameplay before UI,  etc. I often get frustrated when people giving me feedback focus on little UI things instead of gameplay haha. I definitely think you are on to something!