Yeah, this is one example of unintended play that I haven't thought of a good way to get around. I could take away coins if the level is failed, obviously, but I think that'd just be frustrating.
Yeah, that'd be a mistake.
I've encountered levels where I just didn't have enough traps to kill Runman, so I had to upgrade my dudes. Being able to do that with the coins of failed levels means I can just keep attempting, instead of having to replay old levels to grind,
then making an attempt to actually progress afterwards.
As for the balance of collecting coins and traps... the coin-stuff does distract you a little, so you might miss traps, or getting the timing right on traps might require you to ignore a row of coins for a bit, but the main issue is that collecting coins just... wasn't very fun.
Especially in the early levels before the superweapon, where there's no incentive to not just mash constantly.
Doing the traps is fun enough, but the coin-part just... feels like a distraction, rather than something i'm actually interested in doing.
I'd prefer to just ignore them, and focus on using the traps to beat up Runman, but you can't win that way.
Need money for bigger damage.
Oh, unrelated but spiked-ball guy feels kinda underpowered compared to dropping-rock guy, and the spikes from the ground.
Maybe because he can't crit?
It just feels like he wasn't really contributing, damage-wise.
Lowering Runman's speed doesn't really seem worth spending money to upgrade, given the minor amount you lower it by and how quickly he recovers. extended stuns would be nice but going from 0.2 to 0.3 isn't really noticeable.
I'm not really sure what purpose the spiked-ball guy was supposed to serve, other than as a combo-filler.
The superweapon's damage is kinda weak too. Which doesn't really feel suitable for a "superweapon" but it's has
by far the longest stun-time, which makes chaining traps together easier.