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(+1)

Game worked fine for me. I did find there was no real consequence or I was just really good. Also some description what the towers do. I figured red shoots and the green ones collect the stray "bullets" but yellow and pink seemed to do nothing so did not get the purpose. Looked great though the the flowing orbs with enemies woven in is a fresh idea to a TD game. 

(+2)

Thanks for playing and for the feedback! Yeah the loss state didn't make it in in time (along with 100 other things hah), but it's possible to win without letting a single enemy through.

Spoilers (and game design comments) for those who want to figure it out, which was the intent (not saying it worked though):
The yellow ones slow down enemies and do minimal damage over time to them. I nerfed the yellow ones because they stacked too strongly in the 'mid game', and I had forgotten about the new player experience at that point, where the intent was that the slow and damage would be obvious enough to see. (I agree barely noticeable with one yellow turret).

Pink/purple shoots a volley of projectiles that do AOE, they take ~3 seconds to load up though, so the visual feedback is bad at the start of their attack.

Anyway, I'm pretty happy with the fresh idea that you mention (good/neutral things in the stream and recovering them), in fact a few days ago I was considering pivoting to this idea as the primary game, but after thinking about it for a while I realized I would need a lot more time to think about the game design etc. I think some interesting avenues there potentially anyhow.