Some feedback on your tank defense game. First off, as far as balanced is concerned, it's fairly good. There are multiple ways to succeed, such as going an all hero upgrade or all tank/minion force, along with upgrading your citadel or choosing to get better firepower instead.. all in all good game. However, there are some serious performance issues with this map. The number of units on the screen alone cause a major slowdown, but the real kicker is the partical effects from all the units firing from within tanks, along with the tanks themselves and the heroes. My suggestion is twofold.. first remove animations from minions, (maybe give the tank a little marine shot animation so you know they're doing something?) slow down the rate of missile fire for tanks and have them do more damage and splash to compensate. This should solve a wackload of performance issues.
However.. there is also an issue with both the number of units attacking, and the animation for them. It's interesting to note that the slug level (which contains a great many units) has very ltittle slow down since they have minimal movement animation. Obviously it would be boring to make all the units slugs, but perhaps there could be a reduced number of units in favor of higher hp/armor.
Also.. it would be nice if you added in the tips section (or in the loading screen) whether or not multiple instances of the same troop grant increasingly higher bonuses to tanks. (They don't actually seem to, but I really can't tell). That's it for now. Keep up the good work ^^
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Some feedback on your tank defense game. First off, as far as balanced is concerned, it's fairly good. There are multiple ways to succeed, such as going an all hero upgrade or all tank/minion force, along with upgrading your citadel or choosing to get better firepower instead.. all in all good game. However, there are some serious performance issues with this map. The number of units on the screen alone cause a major slowdown, but the real kicker is the partical effects from all the units firing from within tanks, along with the tanks themselves and the heroes. My suggestion is twofold.. first remove animations from minions, (maybe give the tank a little marine shot animation so you know they're doing something?) slow down the rate of missile fire for tanks and have them do more damage and splash to compensate. This should solve a wackload of performance issues.
However.. there is also an issue with both the number of units attacking, and the animation for them. It's interesting to note that the slug level (which contains a great many units) has very ltittle slow down since they have minimal movement animation. Obviously it would be boring to make all the units slugs, but perhaps there could be a reduced number of units in favor of higher hp/armor.
Also.. it would be nice if you added in the tips section (or in the loading screen) whether or not multiple instances of the same troop grant increasingly higher bonuses to tanks. (They don't actually seem to, but I really can't tell). That's it for now. Keep up the good work ^^