Hi! The vid looks great, and we sure hope that this can eventually work

CTD is the favourite game of all time of many of us, and for many years, a post like this was the stuff of dreams.
I agree with everything Knappe said on his first post. Besides that, here are some ideas / suggestions, from a competitive point of view. Some of them are perhaps not the best to attract new players, and some of them may be too hard to implement, but if the playerbase is eventually there, the competitive scene would probably benefit to see the following:
QoL features-Auto queue for ava games (in your skill bracket). This would make it easier for new players to just log in and play.
-Keep the individual pause, and add "unlimited" pauses if (total alive players - 1) agree, as they are usually used to wait for someone that is afk. This would need to be able to ve vetoed by any player with a "refuse pauses" option, so that 3 players can't hold the 4th hostage.
-The ability to watch replays without a paywall is not only good for getting better and achieving a higher average skill of the playerbase, but also for content creation and thus diffusion of the game.
-"Just for fun" games, which are currently only available via the testing maps.
-A (true) full map list.
Game design-Custom games is a must to keep high both the replay value and the new player retention.
-Keeping the low amount of towers would be on the "preserved at all costs" field. The ability to learn precisely what each tower can do has forced us to minmax the defense, and the player with the best defense ideas usually wins. If they were 12 towers for example, the stuff to learn/remember would be too much for the average player, and even if people became competitive and knowledgeable in every tower, the micromanaging would be too much. If any tower at all is added, I believe a boost tower is a good option that doesn't take the role of an already-existent tower.
-On the other hand, adding status effects besides slow would be dangerous terrain that I wouldn't like personally, as the complexity of both coding them and understanding them enough to use them competitively/optimally would get too big.
-About the "spamming 10% income creeps": adding to what Knappe has said, I'd argue that income farming it is not a real problem but a skill. In short maps you can't do it, in medium maps you have to balance it with attacks anyways or you fall behind, and in long maps income farming is just the natural consequence of having a lot of time to defend. The ability to adapt to different maps is a core part of the player skills. After all, the slogan is "Are you smart enough?"
That said, I agree that the action of spamming 44444444 looks silly, but a solution would have to keep in mind to not ruin other aspects of the fight. For example, limiting creep rate would hinder the ability of sending distractions (bunch of mercs so slows dont hit a toucan). Perhaps a capped invest button could work, so 444444 is replaced by "Invest at 10% up to $50.000/round", then it goes to 9% up to.. $600.000 I think is the toucan limit, etc. If it will run on mobile, *some* solution is required as mobile players can't just hold down the button.
-Potential feature of generic universal upgrades, for example:
- +x% to all towers (range, dmg, splash area, splash dmg, ...).
-Double the bounties $.
-An interesting one is to make basic towers attack x100+, and scale range and cost too. The goal would be for them to replace ions, as they have the same role as them, just in different stages of the game. I believe one of the greatest features of CTD is that, while the towers quantity is low, each one is useful during most of the game. Having basics be useful in late game would reinforce that.
Those upgrades could have either $ cost or income cost. Yes, they are mathematically equivalent, but the pros of making them cost income would be:
-Not hindering your damage output.
-Not having to save (a big attack would probably just be better).
-Making them useful as a last resort.
-Spend it all in the endgame for the last attack/defense.
I think this feature would be what makes it a new game, instead of a renewal of the same game (which would be great on its own anyways).
-Potential feature of special positions in the map. As seen in other TDs, spots with +dmg/+range/... could make for interesting alternatives an more defense options.
-Agree with Knappe on the points about mobile, it's a double edged sword. The only multiplayer TD game on mobile that I can think of is Bloons TD Battles, and the differences are huge (player count, grid, need of precision). While the video demo is already there and so I guess part of the work is already done, a mobile game has a lot of limitations of what it can be and not be. Altough the first thing we need is more players and mobile is the best way... Tough stuff.
In-game features-Clicking on creep to target it! I think this is the single feature that would make defense a lot more versatile and less frustrating. We currently do this anyways in hacky ways: setting teslas to weakest on late defense, setting rockets to fastest so they attack the bunch of zeuses at the front instead of the late zeus (that has more HP) or the early shark (that is farther in the map), setting slows to strongest so they target the dem and not the mercs...
This, plus a tower toggle to NOT be overriden by the clicked creep, would make skill matter a lot more in the defense, and the fact that you can only select one creep at a time would limit the micromanaging.
-A better vector vision (even if behind a pro account/subscription) makes the overall level better. After NEb0 modded the game with that, we discovered new ways to defend old maps, as some positions were unintuitively better. Perhaps in 2010 that was already discovered, but it didn't translate into 2013+ until an actually usable vector vision was available.
-Tower toggle to turn them on/off. Afaik this is already in the code but unused?
Currently, at high level, (in medium or longer maps), the game is mostly slow tower manipulation. Everyone knows how to attack, most players know how to keep income high, the main thing deciding a match is defense, and using slows to break up combos, compress creeps, and separate pairs/trios is the main micromanaging that a player is doing most of the game. Having the ability to toggle slows on/off instead of selling and rebuilding would give us the freedom to get better at other aspects of defense, and push more the limits of the skill in the game.
-Toggle hp numbers on/off, to know if you need to buy an extra tower for late defense. We already do that by watching the hp bar, and while some people could say that knowing which shade of red you can kill is a skill in itself... Well, I guess that when we say it like that it sounds just as silly as 4444444.
-Agree with everyone else on the delay/async being part of the game's heart, barring one exception: recieving the money from extra income a few seconds after the new round starts. For example, with $2.000 + $1.900 inc you can send a ray and then have to wait a few seconds to send the second one instead of being able to send it instantly on the new round. Most would agree that choosing the separation of the creeps you send is a skill, and that particular delay removes agency from the players.
That would be all the ideas I have. The best luck on this dcode, and I hope it eventually works out as a modern fully fledged-out game!