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Mai

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A member registered May 03, 2026 · View creator page →

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(1 edit)

Rated yours as well! my random assorted feedback/thoughts!

- I originally struggled on mobile where there is no hover -- the game definitely makes a lot more sense with a mouse where you can hover for price info and pickups and aiming
- Leaderboard only shows the top 20 -- would be nice if it showed the top 20, and then a 21st row always showing you and your rank (unless you're in the top 20 already) ah it does, my results were just lost from switching from phone to computer
- The threats after boss kill seem insanely strong! +240% costs (as compared to like +50% or even +100%), -95% energy regen (as compared to -25% or -50%), etc
- The "upgrade bios" button at the bottom was a little unclear to me, I didn't find it for my first 5 or 6 runs
- Auto-buying the tower slots could be a nice upgrade to have later on, as it gets a little repetitive feeling
- It was also unclear to me what the "RECHARGE" button does -- all buttons would benefit from tooltips explaining them in a simple line
- You can kill enemies underneath the various UI elements/buttons/displays and not see or barely see the drops from them -- same thing off the edge of the screen either fully or partially
- The buttons being at the bottom center and health info at the top left also feels a little disarming -- maybe they could be grouped better so you have less places to zoom your eyes around? I found it really hard to look at my health/money amount because I couldn't keep looking over there -- but maybe I just need to learn the key controls so I don't need the on screen buttons as much

Overall it is fun to play and the rate of progression feels good -- first boss kill took 3 or 4 runs. Some upgrades are much more rewarding than others so you do have to think about which ones to prioritize. Hope you continue to improve it!

Fair enough, yeah! I'd be happy to put together some more feedback -- interested to trade feedback? My PCB themed tower defense game is also here on itch at https://mai8.itch.io/critical-path-td

Ah, good to know! I was playing on mobile where "hover" doesn't really exist, its only ever tap/touch.

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Overall seems like a fun little progression loop, though maybe a bit challenging/harsh early on!

When pads are available to buy and be upgraded is a little unclear, and it feels unpleasant to have to manually tap to pick up the loot when you already have to tap for the main turret firing direction (on mobile -- no mouse "hover").

"roguelike" feels like maybe the wrong word for this game, it's actually an "incremental"? or perhaps you could call it both, but incremental feels more core to the game with the upgrades between runs.

Did one follow-up micro release just for the web demo -- fixed the audio files (background noise, sound effects) for WebGL build! Turned out to be an ffmpeg issue that Unity relied on for the web builds.

Well that was a strange experience! It'd be nice if it detected you did well enough with 1 or 2 strokes instead of forcing you to take the 3rd stroke :)