There's 6 towers, two buttons bottom left for playing the round and a button bottom right for placing towers. There are a few keybinds for other actions, all below. S to sell for an 80% payback P to pause towers
v - 0.0.8.2 Quick Fixes Bug Fixes: - Eggs now correctly are stunned when hit. - Eggs now correctly cannot take damage every frame. - Eggs no longer play two pop sounds when damaged. - All towers now use a hitbox when placing that is different than their actual sprite. - Dart Thrower accuracy and range increased v - 0.0.8: "A look to the Future" This is a very small update I have brought optimizing and improving the infrastructure of the game to allow future updates to add uprades, multidamaging towers, etc. New: Tower Aiming (kinda). Press T over a tower to toggle locking targets. If you turn on locking targets move your mouse and after 2 seconds the tower will begin aiming there instead of at your mouse. Balance Changes: Flamethrower attack rate 8 -> 6 The flamethrower STILL vastly needed improvement so I decided to improve it's dps again. v - 0.0.7.2 Small General Update: New: Road Spikes added (30$ damages 15 eggs) Balance Changes: Dart Thrower attack rate 15 -> 12. Flamethrower attack rate 10 -> 8. Super Rabbit attack rate 30 -> 20. Rabbit Ship attack rate 27 -> 20. Artillery Battery attack rate 30 -> 24, price 1250 -> 1100, proj. size 40 -> 50. Bug Fixes: - Fixed bug causing player to not die upon reaching 0 lives if they skipped reaching zero. - Fixed bug causing Super Rabbit to have unusually short projectile lifespan. v - 0.0.7 Balance Update -Removed the Nuclear Button (GL without it (: ) -Made ALL time based events framerate (increases consistency, especially during lag) -Buffs to: Super Rabbit, Carrot Fields, Artillery Battery, Flamethrower. -Nerfs to: Most eggs, Rabbit Ship. -Added new tower - Dart thrower [Least original tower since Rabbit Ship, I know :(Cheap primarily single target tower, costs 250)] Balances in detail: Super Rabbit: Increased size of blade effect and decreased physical size and hitbox. Reason: The Super Rabbit is sadly now over looked by the Artillery Battery and spamming weaker towers due to its lack of cost efficiency and consistency. Carrot Fields: Cash per round 90 -> 120. Reason: Due to the rapid advancement in difficulty, the carrot field only repaying themselves after 11 rounds is extremely slow and makes defending while farming extremely difficult. The new 9 rounds and only 2 to profit with selling the tower makes the risk lower and reward higher. Artillery Battery (Technically a bug fix): Increased projectile size by 33%. Reason: The Artillery Battery's unforgivable inaccuracy was one of the many reasons why it was only used lategame. Without making the tower undeniably broken, I hope to add consistency to the mighty blaster. Flamethrower: Price 1200 -> 900. Reason: The flamethrower is simply not worth its price and its baggage of being the most buggy tower in the game. Rabbit Ship (and technically dart thrower): Width of dart projectile decreased and infinite pierce bug removed. Reason: I really don't have to explain why an infinite pierce bug needs removing. Projectile width was changed due to the sprite looking goofy. White egg speed 2.5 -> 2. L. Blue egg speed 3 -> 2.5. Green egg speed 3.5 -> 3. Golden egg speed 4.5 -> 4. Pink egg speed 2 -> 3.5. E.B.E (extremely big egg) speed 2.5 -> 2. Reason: This batch of changes affecting most eggs in the game was a way to decrease the obscene scaling without adding a bunch of new custom rounds and decreasing all fp settings which would suck for me. v - 0.0.6 QoL -Added new tower, "Flamethrower" (1200$) The flamethrower is a rapidfire turret specializing in single target damage. WARNING: due to the double projectile glitch the flamethrower may bug other towers or be bugged by other towers at a high frequency -Added two controls, S to sell and P to pause a tower. Pausing may be useful to prevent the double projectile glitch and selling gives 80% of the money spent on a tower back. -Added autoplay. -Changed cpc (cash per crack) to eventually hit 0.] -Made super lategame harder (artillery spam too good man) v - 0.0.5 -added new tower artillery battery, infinite range mortar tower (1250$) -Lowered difficulty of freeplay -Added more rounds -(Hopefully) fixed the double damage bug -Buffed super rabbit v - 0.0.4 -added hitboxes to all towers -added a new bloon that can spawn after round 55 in freeplay -lowered lag caused by halving cash lategame v - 0.0.3 -added freeplay (all rounds after 11 are automatically generated) -added start button -2 new eggs in freeplay only -cash per egg decreases at varying points -Cleaned up many visuals, including technically nerfing super rabbits. -reduced lag -now allows destroying and damaging blue bloons to show -added new tower: carrot fields v - 0.0.2 - added super rabbit (2.5k dollars) - added 2 new rounds - fixed green bloons Balance changes, ( rabbit ship buff: pierce 3 -> 4, price 600 -> 500) v - 0.0.1 -rabbit ship tower added -rounds up to 9