Hello all,
Big thanks to everyone who bought the game in the opening week. Your support is greatly appreciated.
I've been working on some new mechanisms for the new levels in Sector 2. While some of them didn't pan out as I hoped, one of them did come along nicely. This is one of the first features, where enemy AI decides to make short-term sacrifices for long-term advantage.

As can be seen, the flower takes certain number of enemy sacrifices to activate. Once active, it heals the enemies passing near it. This gives the player a choice to make. They can either build towers to block access to such flowers early on or let them get activated and deal with the consequences later. I can think of some interesting maps with these flowers already. It's going to be fun.
Some changes in the past couple of weeks have led to major refactoring of the code. So I will have to test all the levels again before I release the next build. It will take some time. I'll try to do it some time in the next week and push out a new build. Stay tuned!
That's it for now. Have a great weekend. Enjoy the extra hour of DST if applicable to you.
