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Reviews for "Tesla Death Ray"

Far too easy.

You have a great art style and there is nothing wrong with the concept at all.

But the game is so damn easy that, as long as you're able to survive long enough to get a couple of battery upgrades for the larger enemies, you would probably not be able to die in normal, "I am actually trying to win" gameplay unless you suddenly suffered a massive heart attack at the keyboard, and even THAT may not end your game if you have a mini-coil. Really, as long as you're able to get over the early hump of having no money and a battery that drains too quickly, you'll both overcome the 'low battery' problem, and have so much money that you can heal yourself to full for a mere pittance within a couple of stages. And even the battery isn't a problem when you realize that for low-level enemies, you actually kill them faster and for less of a battery drain if you click them a few times instead of holding the button down.

The fact that the game is so easy really hurts it; every enemy feels exactly the same, give or take a larger health bar, when I can easily kill just about everything in the game before it makes it halfway across the screen- and it makes the game feel VERY repetitive. Maybe if you gave enemies weak points you had to hit, maybe if you made enemies shoot projectiles that had to be blasted out of the air (if there ARE any that do this, they didn't live long enough to notice), maybe if you did something to the upgrades to make you less horrifyingly overpowered, this wouldn't be the case.

I know I gave you a low rating, but this isn't a BAD game- you just need to tweak the gameplay so that victory isn't an utter guarantee.

Lots of problems.

The hitboxes on some of the enemies are too small. I'll be holding my ray over a giant crab tank, and it'll stop taking damage for no apparent reason, until I adjust it to like the midsection. Even though I was able to beat the game eventually, the hit detection needs a lot of work.

Energy does not recharge between rounds, so if you bottomed out at the end of the last round, you're going to be a sitting duck for a long while at the beginning of the next round.

It should not be possible to completely upgrade your tower 3 rounds before the end. If anything, it should be nearly impossible to max out your tower before the end, so that the thrill of upgrading isn't suddenly yanked away in the endgame. Add one more tier to all of the upgrades.

If you lose a round, the game should return to the point before you bought any upgrades for the current round, so you could try a different approach.

Clicking Menu should not instantly wipe all your progress. You should have a confirmation dialog box and/or a save feature to prevent all your hard-earned progress from being lost.

boring

The final wave was hard. The end. In all the other waves put together i got less damage then on the final one, i got hit like 10 times overall in the first 19 levels. This game was dull as hell for a survival game. Not worth the time. Not bad graphics, music drags a fair bit. Too simple, too easy.

Bah

Upgrades sucked, nothing to chose from since you max out everything in the end as well. Barely any variation, except for bigger enemies that come in bigger numbers...

Didn't really like the game!

Far too easy

Got to day 16 before I stopped, and by that point I had all the upgrades and nothing could get past. For games like this I'll give you the same advice I give anyone making a game like this. Defence games require variety in as many areas as possible to keep it fun and make people want to keep playing.

Instead of just making enemies have more health or do more damage have each of them have special effects. Make some crazy fast that self destruct when they get close. Make some immune to the Mini-Coil's damage. Make some only injured when they're hit with chained lightning. Let some planes drop parachute troops as it flies overhead. Maybe some enemies don't do damage but they incapacitate your coil for a couple seconds, or drain your energy.