This is a "tower defense" game where you have a limited number of tower to place. Enemies are bred from a generation to the next (at least those that survived...) and you have to adapt your strategy to counter their improvement.
At least that was the original idea. This was my first time creating a flash game, first time with Haxe and HaxePunk. Definitely not the best way to be productive...
At least, I reach my goals of learning hands-on and having something to show at the end, even if I feel bad about what I end up with.
I like it; it's neat that you had multiple sources and multiple pathways for enemies, and I like that the generations adapt to your weaponry - nice use of the theme. I found myself wishing my weaponry would also upgrade (or that I'd get more towers); it's kind of frustrating having so many guys get through, and then it just gets worse as they get stronger. Nice concept, cool, functional execution; could use a bit more polish in graphics, balance, interface and sound. Good work!
It's (supposed to be) about how you organize your defense, and how you will adapt it to the enemies strengths.
In this respect, I think that having a limited amount of resources (the towers) puts the focus on how the player sets up its defenses, rather than how he will upgrade it. That's also why destroying towers does not penalize the player.
Regarding this, I tried with 5, and it was way too easy to kill everything. So I went with 3. I could have put 4. I guess it should be part of the level-design.
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However, we can not see the type of turret we're building and graphics are weak.
Still deciding if I should keep working on it or move on. Balancing this seems like it will be real tough...
In this respect, I think that having a limited amount of resources (the towers) puts the focus on how the player sets up its defenses, rather than how he will upgrade it.
That's also why destroying towers does not penalize the player.
Regarding this, I tried with 5, and it was way too easy to kill everything. So I went with 3. I could have put 4. I guess it should be part of the level-design.