Also I really liked the use of Google maps and the power that brings, namely being able to zoom in an out and being able to switch to map or satellite mode, both of which were a lot of fun. And of course it's more fun because I was able to defend my own home!
I think I'll play again and defend my childhood home, which is much less defensible.
Had me on the edge of my chair the whole time. Super awesome game!
(I finished the game with 91 life remaining - I screwed up a little when the first new path was added, didn't expect it and didn't have enough money banked to build adequate defenses - but didn't lose a life between around level 10 and level 80. Then I started losing about 5-10 lives each level at 80...probably would've died at about 90, but I saw the writing on the wall and gave up.)
At some point you just become unkillable.
It's still going ;_; when will it end?! I wasted 2 hours on this already.
For a different approach, try "Golden Gate Bridge." The invaders follow one-way streets so everything coming from San Francisco has to cross the bridge twice.
From then on, it became increasingly difficult. I only got to level 141 (Buckingham Palace).
IDEAS TO CHANGE THINGS UP:
- Here's something different: If there was 1 path to my "base" and every few levels my home would move and extend the path for the enemies. Something different to try if you wish.
- Do NOT show the path that the enemies take, just show me where my base is and where the enemies spawn from, and generate 3 or 4 slightly different enemy paths that are invisible so it looks like the enemies look like they're choosing their own paths towards you. The rule should be that you cannot place a turret on any street, only on property or parking lots.
- endless levels to choose from. The google maps themeing.
- Inability to move turrets.
- Short multiple enemy paths, I would have preffered one long and winding enemy path.
- You used the little "street view guy" icon as a enemy boss.
- Less straight lines, more turns for the enemies.
- Longer enemy paths.
- A lot of what roryokane said:
- I caught an interesting little glitch, I bought and fully upgraded a Yellow tower then sold it but it looks like its still doing damage as if it were still there.
If you want a more winding path, try some place in the world with more winding roads, like Col de Braus, Lucéram, France or Pikes Peak, Colorado. Golden Gate bridge was also interesting in a winding-like way.
Simply doing that, I'm on round 200 with 100 lives, on my first try. Eventually it makes sense to only buy orange towers, no upgrades.
-I never like it when TD games have finish lines. It would be better if the game continued progressing indefinitely, with the player making more and more money but the enemies getting stronger and stronger until even the best defenses reach a breaking point. As it stands now, the player can continue after the game ends at round 50, but he/she makes little money. Even without knowing what the different towers did and what angles later enemies would be approaching the building from, I was still able to win on the first try just by placing towers near roads and buying upgrades as soon as I could.
-An implementation of street view would be pretty cool. Players could see their towers added to the landscape and watch the enemies storming down New York Ave. Might be really difficult though.
-More complexity and variety would make it better.
Someone might want to test whether selling towers does anything other than give you money and allow you to build a new tower in its spot. :)
One of my favorite strategies is as-many-as-possible long-range, low-power, fire-fast towers. Just made level 100 with all 100 lives in tact with blue towers only.
I'm trying your strategy right now and so far full upgrades before building more seems to be working.
I wished to move turrets when new enemy paths added.
If fast-forward is enabled when the round ends, skip the animation of the "Next Round!" panel falling and have the panel just appear. When I have a strong turret formation and just want to send a few waves of enemies through it to save up money, I get annoyed from having to wait for the Start (start the next round) button to finish bouncing before I can click it. Though the speed of the disappearance of that panel is fine. Perhaps the disappearance animation but in the other direction would work, too, since it's fast.
When a turret is selected, you make the inner circle white. I suggest you also make the border of the outer circle black, so we can see the range of the selected turret easily.
Turret inspector window suggestions (attached to this email is a mockup image incorporating these suggestions): (attachment mirrored for this comment at http://postimage.org/image/hizbeeotj/)
Make the turret type and X (close) button always stick to the top, even after scrolling, so I can easily close the inspector wherever I am in it.
To the left of the turret type name (e.g. "Yellow Tower"), put an icon of that turret (e.g. a yellow turret icon).
Always show the current attributes of the turret, no matter how you scroll - fix them to the top. Then, for each attribute, instead of listing every new attribute and the cost, list only the attribute that will be changed plus the cost. It might also be nice to show the old value of the attribute, for reference, but I don't see a place to fit that in the interface. I think this will make the effect of each upgrade easier to comprehend, and also require less scrolling. If that big a change sounds bad to you, here is different way of achieving that: in the attributes list of each upgrade, make the attribute that will be upgraded bold, italic, another color, or otherwise emphasized.
I don't know if this is possible with the Google Maps API, but it would be nice to have some indication of how upgraded a turret is just from its icon. I had one fully-upgraded blue turret next to a plain blue turret, and I wanted to upgrade the plain one, but I had to look at the inspector of one of them to find out which one was the plain one. Some possible indicators of upgradedness are the shade of the color (darker or lighter), the color or darkness of the circle representing size taken, or the size of the dot in the middle of the turret. The number to indicate how upgraded a turret is would probably just be the number of upgrades divided by the number of possible upgrades for that turret type.
Bug: on Firefox 11.0 on Windows 7, the six turret icons on the side all look like the goal/house icon instead, which is confusing for new players. The icons on the map look fine, and all icons look fine in Chrome. An image showing this bug is attached. (attachment mirrored for this comment at http://postimage.org/image/h0m7bv53f/)
I am seeing this turretless winning bug, too: http://news.ycombinator.com/item?id=3784435 (and the sale price bug mentioned in its reply).