<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Adding active resource collection (a drivable car) to our tower strategy game, Tower Crew + New Update]]></title><description><![CDATA[<p dir="auto">Hey everyone! We just released a new update for our tower strategy game Tower Crew.</p>
<p dir="auto">In strategy and tower defense games, resource gathering is often passive. In this build, we wanted to test making resource collection more active and interactive, alongside some quality-of-life UI fixes.</p>
<p dir="auto">What's new in this build:</p>
<p dir="auto">Driveable Coin Collector: Defeated enemies now drop coins randomly across the map, and you can drive a car around to sweep them up on the fly.</p>
<p dir="auto">"Collect All" Contracts: Added a single-click button in the contract list to claim all completed contracts at once.</p>
<p dir="auto">Store Polish: Revamped and redrew the store icons for better visual clarity.</p>
<p dir="auto">Playable Link &amp; Gameplay:<br />
You can try out the build directly in your browser on our itch page: <a href="https://ducksandcookies.itch.io/tower-crew" rel="nofollow ugc">https://ducksandcookies.itch.io/tower-crew</a></p>
<p dir="auto">What are your thoughts on active vs. passive resource collection in strategy games? Does physically driving around to grab loot feel satisfying, or do you prefer automatic pickup?</p>


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