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(+1)

I thought the gameplay mechanic of active vs passive energy was really interesting, in that it changed how you thought about tower placement and could try to optimize in certain scenarios, e.g. with the last wave where the single enemy meant you could really optimize for only a few towers being active at once. I would have liked the ability to remove towers: if you miscalculate and go over, you basically have to restart the game. Art is nice, the accent color for the mutation is a nice touch

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Thank you so much!! It's like you've read my mind.

The accent color highlighting mutations was an important element of the game. Thankfully, we have a talented artist who was able to deliver a great looking game despite the color limitations.

We did have a whole planned interaction for destroying towers. Upon destruction, the player would regain the energy allocated towards the tower. But as a consequence, they wouldn't be able to build another tower in that same spot.

And the final boss would be a massive challenge that required the player to constantly optimize towers in order to destroy it. 

Hopefully, those features can still be implemented beyond this jam. Thank you again for your thoughtful analysis.