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Thanks for nice idea. I have a plan about adding one more shop for each player. Functions of shop will be splitted like [resource shop] and [unit shop]. And even in the normal stage, players will be agonized about their selections between many upgrades, :D
I do agree with that, But I think diversity in enemies (in the same wave) is a better answer to that. TD games have that classic slow and armored guy, normal guy, and fast but easy to kill guy. It can be interesting to see which type of unit you prioritize. Then maybe units with different type of armor/weakness, like this unit get more damage from shield bearer line's units, or less from archer line's units. I haven't even mentionned food consumption, damage done over periode, or gold earned after kill yet.
With this I'd like to see random unit for the ennemy, so every game is different, with different ennemies. This way You get more diversity for each game, and more strategic choices.