Now I'm playing this too. It's my first TD game ever. <_<
So far I've stuck to easy and perfected the 3 stages I played as Reimu. However, on Normal, I got rolled. How do you start? Having them come in from the top and bottom demands more firepower than I can set up with my starting power, so they just waltz on through with maybe 2 casualties.
Uhh, well, if it's your first TD game I might insult you with some really basic info that I'm not sure you know or not, but just making sure.
I'm sure you know you have to make a maze for one. Enemies (unless they fly) have to walk around towers, so you build them in a way so that they have to take a major detour to get to the exit. It's also fairly obvious but try to stick towers that do splash damage early in the maze, and ones that do not after them. But don't stick them all the way at the back. Problems happen when you don't try to kill everything asap (you don't finish one wave before the next begins, which is bad for flying waves, having a wave flying over your towers that just stated getting a chance to shoot at the last ground-wave is BAD).
It helps alot to build the basic shape of your maze first using the cheap towers which cost 3 power first, stick 1 or 2 good towers where you know your maze will start to really begin.
It's your choice to try and funnel the top and left into one group to kill at once or not. Both have perks. I find merging them into one maze before the start of the actual maze makes it much easier to build one.
A rule of thumb for most TD games regardinging upgrading is:
1: you MUST upgrade one or more towers to survive, 1 upgraded tower is just about ALWAYS better than 2 non upgraded ones. Bear in mind you still need alot of towers to act as walls for the enemies to walk around however (that's what the cheap tower is for), do not upgrade the cheap tower, it's just about always a bad idea. It wont kill you or anything, but I've never seen a TD game where "the cheap tower" is worth the bang for the buck more than any other tower fully upgraded (unless it has 100% sellback, which it doesn't in this case).
2: the very final upgrade is often godlike compared to the previous ones in terms of cost/benefit. In this TD game, it's unusual in that while it's often given a little extra-oomph, it's not really as required. Still though, every upgrade generally is a little bit more cost effective than the last, so it's still worth trying to upgrade one tower to level 5 before you really worry about upgrading others to 4 or whatever. You should upgrade others only when you need their function specifically to be upgraded, or if your maze is not killing enemies well anymore, and you can't afford the level 5 upgrade yet, and you KNOW you're going to leak alot before you do
3: This TD game is special in that you can order your towers to attack a specific unit (very cool). Just click on one, and all your towers in range will attack that one. There are some towers that are weird and will attack it even if it's not in range (SOME enemy has to be in range to activate their attack though). This is generally a good idea for flying waves. Boss waves can be tricky late game. sometimes I tell them to focus on a boss so I can get it in time only to fail at like 1%, and end up leaking a load of the other enemies as well because the towers were focusing on the boss. gar.
4: Always make sure that your big towers are positioned to be under flying waves. Kinda sad to have the deadly part of your maze early on focused at a corner where lily whites never go past.
5: long-range towers are deceptively bad IMO (for most TD games). I mean range is good yes, but don't stick a long range tower somewhere you can stick a short range tower thinking that it'll be good because the range will make it as good or better. The purpose for a long range tower (IMO) is to stick it further back in your maze, and have it able to shoot at enemies that are just entering your maze. You always always always want as much as possible able to shoot at the front of your maze as soon as or shortly after it enters. Eventually at wave 50+ or so you reach a point where you might not be able to do this depending on the shape of your maze, however it's important that you tailor it as much as possible to allow that as much as possible early on.
6: Kind of a given, but after your maze is established, feel free to sell your cheap towers and replace them with good ones. This doesn't have to be late game, I often start doing this as early as wave 10 or so.
ANYWAY, has anybody beat a "100" yet without the 15k power cheat? (or any other option for that matter).
I can only get to wave 90 or whatever, and beating up enemies with over 100k health is nasty.