Nice intro screen - not too sure about the water though – looks like golden mud (turns out the water shader is not loaded on the first showing of the intro screen, OK otherwise).
Thanks for the bug report.
The controls to navigate the world are a bit awkward - really just wanted to 'fly' through the environment using WASD and mouse look. I feel this could cover everything for zooming, rotation and positioning.
Yeah, the controls are not final. Thanks for the feedback.
I liked the gui for placing defenses – simple and intuitive.
Thanks.
Maybe I was not getting the strategy, but I was never able to 'beat' a wave. With a lot of tower defense games you can usually destroy all of the enemy in the earlier waves, giving you some time to prepare for the next wave. This gives a sense of satisfaction and a break from the tension. With your game I never achieved this, instead more and more waves just kept coming. About half way through it was all too hectic and I felt defeated long before the game was over.
I deliberately made the level tough as it's a prototype demo. Once you get the hang of some basics it's actually fairly easy. But yes, it's definitely too difficult for a "level 1" / tutorial level.
Did you place some ammo frequency / rate boosts next to a turret? That will significantly increase it's fire power. It's better than placing two turrets (albeit with less coverage). You can mouse click on a turret to see it's stats.
You can also place barriers to slow them down.
On the plus side I liked the enemy AI and how they would pile onto each other to their own detriment. That was cool and definitely worth exploring.
Thanks. Yep, definitely one of the nice things about using rigid body physics.