Thanks for the link - you just made me waste several hours playing that game
Good for inspiration! I just don't know how much of that kind of stuff I want to implement - it is basically huge amounts of boring not-very-challenging coding. And while grinding to level up stuff can be somewhat fun and satisfying, I don't really like how it tends to eliminate the puzzle/skill aspect of the game, because with sufficient grinding, you get powerful enough to make anything easy. So you very carefully have to balance stuff to make sure that the upgrades don't let you become too strong, while they should still have a significant effect (nobody wants to grind hours for a 0.1% HP increase). So that's not very easy.
Of course, what I could do (and this has been suggested before), is make the unit tech tree not completely accessible from the start, and make you have to unlock its branches by collecting some kind of points (in a way this is already the case in a small way: the tutorial levels give you only part of the full tech tree, to avoid overwhelming you in the beginning). That would be a good idea - but for the current players it may be a bit silly since they already know what's coming and now they have to "earn" those units they already had in earlier versions It would also be a good way to slowly introduce each unit, perhaps having an info screen per unit that highlights its strengths and weaknesses.
Good for inspiration! I just don't know how much of that kind of stuff I want to implement - it is basically huge amounts of boring not-very-challenging coding. And while grinding to level up stuff can be somewhat fun and satisfying, I don't really like how it tends to eliminate the puzzle/skill aspect of the game, because with sufficient grinding, you get powerful enough to make anything easy. So you very carefully have to balance stuff to make sure that the upgrades don't let you become too strong, while they should still have a significant effect (nobody wants to grind hours for a 0.1% HP increase). So that's not very easy.
Of course, what I could do (and this has been suggested before), is make the unit tech tree not completely accessible from the start, and make you have to unlock its branches by collecting some kind of points (in a way this is already the case in a small way: the tutorial levels give you only part of the full tech tree, to avoid overwhelming you in the beginning). That would be a good idea - but for the current players it may be a bit silly since they already know what's coming and now they have to "earn" those units they already had in earlier versions It would also be a good way to slowly introduce each unit, perhaps having an info screen per unit that highlights its strengths and weaknesses.