If you encounter any bugs, please reach out to me at Wafflestackstudio@gmail.com, and I can help you. You can also contact me on the discord, a link is in the settings page.
Notice any translation errors? Let me know and I'll be happy to correct them!
Check the trello board to keep up with development!
Code synchronization with desktop release
Gold upgrade have been increased
Gold upgrade buy speed has been increased
Upgrade point damage multiplier has been increased post boss battle
Minor performance improvements
Gems per minute can be found in the information panel
Ball count in performance settings was being cut off on some resolutions
Fix where creating an email/password would cause the no-ads purchase to disappear.
Logging some new metrics to show on the desktop tower stats.
Better error logging to diagnose issues in the future.
Fix for towers not firing on boss battle
Adding 50% damage IAP for desktop, make sure you sync any purchases with mobile first!
Fix for Japanese text not being correct in some places
Initial work starting on sharing the no-ads purchase across devices
Cross platform promo codes added (Still need localization)
Starting gems increased from 5k to 10k
You now start the game with 25 upgrade points
Users are now connected to Playfab
Create an account to have your saves across all platforms.
3 save slots available.
Select a default save to load on start.
You can delete saves.
Google Play Games no longer will automatically log in on start, unless you press the leaderboard or achievement buttons.
There is now a start button to begin, allowing time to place towers.
Boss health reduced to 1.5T.
The back/escape button now brings up an exit prompt.
Particle effects have changed to allow for better culling (performance related)
Fix for permanent gold buying two levels at once.
Buy speed will increase after 5 seconds of pressing.
Fix for some Korean text not showing up on tablets.
Fix for coin cost not showing up with some languages
Fix for crash for Android 10 and some Android 9 devices.
Fix for electric tower shots sometimes stacking on a single ball
More room for upgrade panel, so less scrolling
Dark power and gem power now have a longpress, hold to upgrade.
Acid damaged balls now turn green if the particle effects are turned off
60fps checkbox is now max fps, the maximum fps the device can support.
If you have more than 1 million upgrade points a boss fight will be unlocked
I think I have all the major issues resolved, please reach out to me if you encounter issues.
New levels available after beating the boss level
Some balancing will need to happen for sure.
Localization is NOT yet done for the new features, I'll get those done as soon as I get the text finalized.
Long press added for dark powerup, gem powerup, perm gold powerup.
If you hold gold press for longer than 5 seconds, the buy speed increases.
Each tower now has their own default target priority to allow for more target customization.
252: Reset is required to see new upgrade limits
Default targeting in the info panel now have the correct text and localization
Permanent gold upgrade limit doubled from 1000 to 2000
Tower Upgrade Damage limit levels increased from 150 to 200
Gem bonus damage level increased from 5 to 10
Created a fix for a rare issue that would cause towers to stop behaving correctly (A reset will now repair it)
Fix for German appearing as the selected language if you had English set and vice versa.
Minimum ball size increased (Trying to reduce lag from the magnets)
All the levels have had their bottom tower points adjusted a bit to compensate.
Minor performance improvements
Fixed an issue where the upgrade point purchases appeared to not work after a reset.
Fixed and issue with gem upgrades sometimes going into the negatives after a purchase.
Unity IAP updated to latest version
Redesigned level 10 to reduce slowdown.
Added a Facebook share button for a small reward on the welcome back screen.
Increased max gold damage upgrade level from 750 to 1000.
Increase max gem damage from 100 to 150.
Added a new IAP in the gem screen, "The Vault." You can accumulate gems there to unlock with a purchase.
The "Get pending upgrade points" light powerup now adds the pending prestige points to the records properly.
Reset no longer resetting the total towers ever built for achievement tracking.
A new toggle has been added to the info panel to show tower ranges.
The information panel has been redesigned to show more information.
A new button has been added to the information panel to set the default tower target.
Support for Russian language added.
The gold required for the next upgrade point should permanently be on the next line now.
Increasing the Gems per minute gem upgrade to 10 per minute.
Adding Facebook SDK for tracking the effectiveness of facebook ads.
Added the consent page as opt-in as always.
Fix for balls damaged by magnets shrinking past the size limit.
Experimenting with caching ball health, if it works, it will reduce the performance impact of ball health over time. I'll roll back if it becomes a problem.
"Show holiday" button is hidden if no holiday events are active.
Gems per minute gem upgrade increased from 5 to 8. (This is a moving target as usual, I will see how this works and adjust again as needed.)
Shrink ray dark power cooldown reduced from 2 second to .5. (Trying to keep the shrink ray viable in the late game.)
Adding a "Restore Purchase" button for Android to allow users to get their no-ads back if it's lost.
More work trying to stop shrink ray from targeting a newly spawned ball
Fix for cloud save not working for new players.
221: You must reset to see the new content
Level 10 (Reset required to see)
New gem upgrades (Reset required to see)
Gems give a % damage increase (1% per 100k)
Most gem upgrade limits increased (Reset required to see)
Upgrade buy amount 100 & 500 added
Upgrade "Tower Damage" max increased from x41 to x51.
All other prestige upgrade damage limits increased.
Balls now have a black outline
Permanent gold upgrade limit increase to 375%
Cloud save now only saves the local game to the cloud if the local total playtime is greater than the clouds total playtime
The Gem Upgrade "Balls killed by lightning giving gems" has been increase from 5% to 10% and the gem amount has been increased to 3 from 2.
Electric tower behavior has been changed, shots should move to the next target if the current target is destroyed before it reaches it. Previously it was being destroyed.
Fix for double ad damage not coming back when you re-enter the game
More work on the ball count, should be accurate now (completely re-done)
Some changes to how the reset is done to hopefully improve stability.
Change to the rendering pipeline that should improve performance for older devices.
Work started on level 10 (not ready yet)
Game no longer pauses when you bring something on top of it on the screen
Working on ball count
Keep alive checkbox added to performance screen
Active ball count added to performance screen
Lightning gem upgrade now gives 2 gems
Fix for tower damage sometimes being much lower than expected. (Related to the upgrade all damage gem upgrade)
The damage bonus ad no longer loses it's time when you quit the game.
Fix for Italian language changing to Chinese (Simplified) on start.
Ads combined into single panel.
Ability to tweak performance settings to the player liking.
Notification if the framerate drops below 20fps to adjust performance
This notification can be disabled.
New Panel with gem upgrades (Permanent upgrades, some add interesting effects)
This is for late game players with gems to spend
Max permanent coin upgrade raised again from 400 to 500.
Adjusting the ball count on each level, should be more accurate
Polish language added
Permanent coin damage upgrade was not accurate (showed .05 when it was .5)
Upgrade costs weren't showing up with the Japanese font.
A bunch of other fixes here and there.
More work to try and prevent offline time from not being counted.
Tweaking the import and export to be less annoying during debugging
Added an option to force the update of text strings (normally happens during an app update or once a week)
More work to try and prevent laser towers from shooting at the same ball after it's been destroyed
Chinese Simplified has been added.
Magnet and Saw tower dark power has been redone. Each level now reduces it's cooldown timer by 4.5% instead of one second. This makes the early purchases more valuable, since it will decrease the timer by more.
Language no longer defaults to English for new players. It will default to the device language if the app supports it.
Updating unity to the latest ltl release (2019.4.17f1)
Electric tower dark power now shoots a single shot that grows by a multiplier per hit (.0015 up to .15 more damage per bounce)
Removing some dead code.
Some users are having a crash on start issue with a Pixel A3. It should be fixed now, but you are still experiencing crashes, contact me.
Changing up the logging, still not catching the errors I should.
Magnet dark power no longer stacks with acid damage (sorry, too op).
Fix for Import/Export debugging issue.
Changing the physics on balls when performance mode is on. Will be less accurate, but less cpu time.
Version mismatch reset not required and has been disabled for this release.
Level 9 (Still might need some balancing)
You will have to do an in-game reset for this level to appear.
Added a new screen to export/import save files, get logs.
This will help me out a lot with debugging.
Based on the last release, added some additional Firebase crash log reports so I can hunt some some more bugs.
Get pending upgrade points light powerup now resets the cost for upgrade points as well.
Some more work to try and fix offline time sometimes not working.
Fix for a scenario in which the game could crash on start (Firebase was failing to load, holding up the main thread).
Fix for the No Ads purchase sometimes not being enabled (Current workaround is just to close and re-open the game.
New level select option.
Adjustments to the ball shrinking formula and the size of split balls by the saw.
Changed the performance mode to keep 60fps. (I may turn some particle effects back on, 90% of the performance saving is from not showing the ball health on the balls.)
A lot of logging added.
There's a lot of non-crashing errors being collected by Firebase, I'm trying to isolate the causes, so I've added logging checks.
Also, thanks to all who allow firebase tracking, it helps out a ton in tracking down bugs.
Fix for balls sometimes spawning already damaged from the previous level.
Fix for balls sometimes being spawned already shrunk.
Fix for a rare case where the ball can spawn with acid damage.
Unity IAP had some bugs with their systems that was causing random crashes on load.
Added more to the tutorial to prevent people from going off script.
Version mismatch reset will be required. (Upgrade points coin increase will not work if you dont.)
Shouldn't appear for current players
Tutorial can be restarted in the setting panel (requires reset)
Info panels added for turrets in dark powerups and inside coin upgrade panels.
I'll add this to other places soon.
Version mismatch reset gems has been increased to 7k gems. (This should cover you if you spent gems on powerups)
The formula for how balls shrink has changed from radius to area (Thanks Maggie!)
The starting size for balls is smaller (1.5in to 1.3in)
The ball growth between levels has been changed from 5% to 2%
Levels have been adjusted (Less space for balls at the bottom to fall through, new ball calculation means smaller balls can still have a considerable amount of health left)
Fix for holiday checkbox getting reset on a reset.
Fix for shrink rays shooting off the screen sometimes.
Fix for upgrade points coin increase per level not calculating correctly if you bought it bulk vs one at a time.
Even more optimization.
Version mismatch reset not required and has been disabled for this release.
Adding confirmation panels for the prestige and reset options.
Some text highlighting .
Performance mode will now adjust the fps without having to restart the app.
Fixed a rare bug that could cause balls to be destroyed instead of sent back to the object pool, throwing a non-crashing exception.
Fixed acid sometimes trying to damage a deactivated ball, throwing a non-crashing exception.
Broken consent round 2.
Consent wasn't tagged as serializable, and therefore wasn't being uploaded to the cloud save.
Reset requirement has been disabled, this is a minor fix.
Rebuilt consent to not be spammed over and over.
Updating unity & assets to latest versions (If you want the full list, contact me using email)
Added a notification for offline more than 24 hours
Prices for gems in the shop should now be localized
You can now select some towers to target based on criteria
Criteria is reset on a reset or prestige.
Towers without a range won't show the option to change criteria
Closest, Farthest, Highest HP, Lowest HP
Default criteria is Closest, this was the default behavior previously
I think I got the sound fixed for the gem noise still happening if you have the sound muted. Let me know if it's not
Shrink ray not disappearing if the tower is destroyed
Fix for ad free people only getting 400 gems instead of 500. (Bumped to 600 for a while to make up for it)
Bomb no longer explodes on impact, it will only explode when it reaches its target. Otherwise the targeting for it is useless.
Saw Towers will now only split a ball once (This has to happen, the performance otherwise can get terrible. If I can optimize further, I'll revisit this)
Add gold per level upgrade now increases by 1% per level
Starting gold upgrade now gives 500 gold, limited to 2 levels
Ball shrink formula changes
Ball health is formatted now
Even more optimization
Better support for tablet resolutions (Ipad and stuff)
Performance mode now hides the health of the balls (turns out the constant resizing of the text is a huge performance drain)
reset is required
Fixes an issue where the game would sometimes crash at startup.
Required for the new light powerup.
Having to reset because of an update will now give 2000 gems if you reset on the notice. Doing a reset later won't give the gems.
Even more optimization
Acid tower has been nerfed for performance reasons
It's mainly because of it's constant damage and size
Max amount of towers has been reduced
Max damage has been increased
Max upgrade duration has been reduced
Range has been reduced
New light powerup
Get your pending upgrade points without a prestige.
Fix for shrink ray dark power not multiplying correctly.
More work on preventing the shrink ray from targeting random balls or shooting off the screen
Respec is required to use the new cash upgrades
After updating, if you encounter a green screen, it's because your text strings haven't updated yet. I'm working on a way to do this better in the future, but for now just make sure your game is saved to the cloud and then delete local data and then reload your cloud save.
The text strings are supposed to update daily, but if somehow it hasn't been a day for you, you might encounter this.
New permanent cash upgrade for endgame players with a lot of gold to burn
Made the disabled dark and light powerups a bit less darker
Dark powerups for towers with a countdown has changed
Once the countdown is reached, the timer won't reset until the tower crits
Game should run smoother at higher levels
Shrink ray points to the right should be fixed.
floating numbers not accounting for light powerup
Respec isn't required unless you want to take advantage of the money prestige upgrade changes.
Numbers float up from a ball when they die showing their earning. This is affected by performance mode.
Added a fire at the bottom of the screen. I just thought it looked nice, and someone suggested it might help indicate to new players where they want the balls to go.
The "Reduce current tower costs by 50%" light powerup now also cuts the cost of all the cash upgrades in half. The price increase isn't reduced however. That last part might change.
The upgrade that increases the money per level now increases the money by x level. So level one is plus 1 gold, 2 is 2 gold, 3 is 3 and so on.
Minor bug fixes
Some exceptions being thrown that weren't visible to the player.
Tower cash upgrade changes has been reverted. Cash upgrades apply to all towers again.
I know a lot of people wanted this, but it turned out to be a bit divisive. I also personally didn't enjoy it at all. I think it gets a bit tedious once you get later levels unlocked to have to click on every tower to upgrade them.
Costs for cash upgrades has been increased, but it's consistent across all towers now.
Bug fix for bomb tower doing too much damage
Bug fix for tower spot on level 7 causing issues
Adding a review prompt for players
I was pretty conflicted with this, I don't want to interrupt the game for players, but reviews really make it or break it for indie games.
Added a button to destroy towers
You won't get a refund, but you can build the tower somewhere else.
Cleared out targeting of disabled towers, I think some were keeping their target list, might explain the issue for the shrink ray acting weird.
Other minor bug fixes
All tower cash upgrades now only apply to the selected tower.
This is a breaking change. You must respec after updating. The towers won't work correctly until you do.
Cash upgrade prices have been adjusted.
Added some transparency to the header to see incoming balls
Moved the ball spawn points down a bit to reduce balls getting stuck
Dark Powerups have been revamped
All towers have a 10% chance to activate, some will have cooldowns, while others will increase their effectiveness.
Removing some dead code.
Additional logging to isolate bugs.
The text might be messed up until a proper release. This is because text is synchronized daily with a remote site. I'll have to release that when the game is ready to to go production. This can be a temporary reference until then.
Offline production has been revamped. You now automatically earn upgrade points equivalent to 15% of the most upgrade points you've earned in a single prestige.
Removed old offline upgrades, make sure to respec to get your upgrade points back.
A new popup will appear if you have updated the game but not done a respec. The respec resets your save file, so it's important that it matches what the code expects.
Level Select has been removed
From now on, you will need to flick the screen to change levels.
Added some more firebase logging, trying to isolate some bugs.
Added an information panel where the level select used to be.
Balancing (This is an ongoing thing and may be adjusted again later)
Bomb tower upgrade point damage reduced from 2 to 1.5
Gun tower upgrade point damage increased from .5 to 1
Saw tower upgrade point damage increased from .5 to 1
Acid tower adjustments
Base damage increased from .5 to 1
Cash damage upgrade increased from 2 to 3
Cash cost per upgrade reduced from 150 to 125
Saw tower adjustments
Cash cost per upgrade reduced from 150 to 125
Gem rewards for ads increased from 400 to 500
Added some text to the dark powerups to better indicate purchase amount
Adjusting the font sizes for specific languages.
French mostly, some Portuguese.
Fixed some German translations issues (Thanks Adrian!)
The work by Adrian has made me concerned that a lot of the translations are bad. If you notice obvious bad stuff, please let me know. I'm going to be ordering new translations in a few weeks.
Updating some assets
Changed the music. Halloween is over now :(
Offline resource adjustments
Max offline time is 24 hours
Fixed a bug around offline time while the game is paused vs closed.
When you unlock a tower, it's upgrades are added to the menu without having to close it.
Added 2 new achievements for shrinking ball amount
Offline production options have been added to the prestige menu.
Future balancing will probably occur around this.
Experimenting with some new optimization ideas. If the animations ever looked messed up, let me know
Adding localization for French, Chinese (Traditional), German, Italian, Brazilian Portuguese, Spanish.
If you see any mistakes or text not showing for certain languages, let me know!
Added a language select in the settings menu.
Shrink ray fixed for real this time.
Formatting some of the numbers.
Spelling mistake. (Ad not Add. Might not update immediately for existing players)
Fix for cloud save button being clickable before it's ready.
Working on cloud save on iOS.
Some bug fixes (internal errors dealing with object pooling)
Adjusted the shrink ray, should target better
Cost increase per upgrade point increased from 25 to 40. (This is a moving target here, it might change in the future)
Some UI fixes
Prestige mechanics have been adjusted, should be easier to get points now.
The empty tower spot has been adjusted so the cost isn't hidden behind the coin.
Trying to fix some resolution issues.
Ball values increase
Level 2 4 -> 5
Level 3 20 -> 25
A new UI - Let me know what you think please!
Levels have been adjusted to fit the new UI
Ball color changed as well
Bug fix where bullets would sometimes target balls in other levels
Bug fix where buying the new prestige upgrade with the multiple buy selected would only buy 1, but cost the multiple.
Ball values increased
Level 5 600 -> 700
Level 6 1200 -> 1500
Level 7 2800 -> 3200
Text formatting for high dps numbers
Acid affect no longer shows on balls when performance mode is on
Shrink rays will now stay on a single target once acquired until its shrunk.
Shrink ray dark powerup cooldown time increased from 1 second to 2 seconds
Balancing part 2, Electric Boogaloo
Gun tower cash upgrade double damage removed, replaced with a damage increase of 2
All the previous cash damage upgrades have been reduced to 2
A new prestige upgrade has been added, Tower Damage.
Each tower has an upgrade that will multiply the damage of the tower.
Fix for performance mode turning off after a respec.
Acid Tower dark power increased from x2 damage to x5.
Gun cash upgrade max double damage reduce to 1 purchase
Bomb cash upgrade damage amount increased from 2 to 5
Electric cash upgrade damage max level increased from 10 to 20
Electric cash upgrade damage amount increased from 2 to 5
Shrink Ray cash upgrade damage increased from 2 to 3
Acid cash upgrade damage increased from 1 to 5
Saw cash upgrade damage increased from 1 to 3
Work started on some post release features to boost tower damage.
Decided to revert the ball health on level 6 & 7 back to the previous state.
Increased maxed gold purchases for most tower damage. (I think making the towers more powerful instead of the balls weaker is the way to go)
Going to add another permanent upgrade point option post release.
Performance mode button added.
Frame rate halved
No impact animations.
More might be added in the future
Backend work for localization done.
Bug fixes for iOS (In testflight now)
Reduced ball health for level 6 and 7.
Bug fix for buy amount (Thanks Natersalad)
Added a buy amount to upgrades. It might be buggy, let me know if you run into any issues please.
Fix for crash after gem ad. If you are still experiencing this, reach out to me. Support@wafflestackstudio.com
Balancing around towers