Nicely done. I gave this a couple more hours. Here's my notes:
- What do you think about making pickups collect on mouse hover, instead of click? It's how many other games do it, and removes one tedious element of the gameplay currently.
- It can be a little difficult at first to make out what is a pickup and what is an enemy, they both can have the same color and shape. Maybe making pickups more visually distinct would help.
- It can be a little difficult to understand a turret's level at a glance, I'm wondering if instead of flipping between green-ish/yellow-ish (or later yellow-ish/red-ish), it would just progress on a gradient, e.g. cyan->green->yellow->orange->red or something like that
- Curious why building a turret is LMB and upgrading is RMB. Building a turret is a bit like upgrading the slot from level 0 to 1.
- Wondering why the boss alert is a modal popup which pauses gameplay instead of just a banner or something like that.
- Wondering why the '2' key tries to upgrade the same turret fully before moving to the next, is one fully upgraded turret really better than many partially upgraded ones for the same cost?
- Trace Flood is more of a buff than debuff with any AoE upgrades, it massively inflates the score / SP earned for the run and the pickups usually make up for the number of enemies.
- Not sure the "Back Tax" corruption works as intended. I think it can actually give you a discount?
- Generally, some of the corruptions seem a lot more debilitating than others, and their threat stat doesn't always correlate. E.g. the energy capacity decrease is almost inconsequential since energy regeneration is the more important stat. E.g. the "-95% damage dealt" one just seems like an instant-run-ender. (Or maybe figuring which corruptions are bad, which are OK, and which are actually good is part of the game, and the threat stat is a red herring?)
- Not sure if intended, but the "kill income" corruption also applies to the pickups, causing the game to generate $0 cash pickups. (Not that pickups are a major source of income past early game.)
- I am not sure but I think "kill income" (or maybe some other corruption?) also applies to SP earned. That seems unintended as the choice wastes the entire run.
- You can get trapped a little if you take the "multishot" upgrade early. With poor energy generation, the raised energy cost can be a major problem.
- Some upgrades apply only to some weapons and do nothing for others, but you're still forced to buy them to unlock the next tier. Wondering if some skills could just have weapon-specific variants; that would also avoid having to put "does X if you have weapon Y, otherwise does Z" in the descriptions.
- Maybe this is intentional, but the bolt weapon turrets are a lot worse than they could be because they aim directly at the enemy instead of leading the target, and unlike the core are not aligned with their path. An upgrade to improve "accuracy" (actually leading the shot) may be interesting but I guess would be a matter of balancing.
- Bug: If you buy the turret slot count upgrade mid-run, the existing slots are not realign, so the new slots overlap the old ones.
- Bug: If your screen / tab is taller than the play area, if you click the bottom of the play area you activate the buttons at the bottom of the screen, as if there was a second invisible copy of the buttons above the real ones.
- FPS tanks in Firefox when the boss appears, I think due to the bloom effect. It persists over the game over and skill tree popups, and clears on a new run. I see there are some options related to this in the settings, but I don't think there is one for this one.
- The short music loop is nice but a bit repetitive for how long it takes to beat the whole game. One simple fix would be to have loops for menu, regular gameplay, and boss.
- The game mechanics page mentions that Auto buttons persist to local storage but they actually seem to clear on each run start.
- One idea for balancing (and you can ask your AI assistant to do this for you): a simulator with an AI playing the game instead of the player; then measure win rate at different difficulty levels, average SP earned, etc. This should help measure and compare impact of different upgrades and corruptions.
- Stopped playing because even with a fully maxed out skill tree I can't get past level 24 (out of 30) with the laser, sooner or later I'm forced to choose one of three run-ending corruption choices.
Hope this helps :)