I am gonna preface this by saying I got pretty addicted to it, and my expectations got pretty high; so I got a bit disappointed as I played. Let me get the compliments out of the way first:
- Classic, killer 8bit soundtrack
- Cute and cohesive pixel art design
- Fun clicker game concept, and good variety of upgrades
- I like being able to press the button to 99% early; rewards proactivity
However, what made me kind of not want to play it anymore was:
- Very slow build up. I wasn't expecting to be doing most of the clicking with 5 upgraded clones, 6 cycles in...
- Clone promotions seem inconsequential? Maybe I didn't go far enough in the levels, but the clones are a bit too stupid and slow to be effective, even after 3-4 speed upgrades.
- A bit more polish in the clone AI would go a long way in bringing satisfaction to the player. And reduce the frustration of seeing 5 clones chasing 1 ghost, right behind it, when they could've intercepted it earlier if they weren't stupid (i.e. make them chase where the ghost will be rather than where it is)
- I find the choice to upgrade the amount of enemies a bit strange. Instead of spending our money on this, the game should increase its difficulty every time you press the button, to encourage player resilience, and fighting till the last second. It would also have the consequence of increasing the amount of rewards each time you start a new cycle.
- While I love the soundtrack, having just 1 loops gets boring pretty fast. Would be nice to have a low-medium-high intensity loops depending on the cycle you are in / number of enemies and so on.
I think you got a solid foundation with a decent amount of polish. Address some of the frustrations, add a bit more variety in ways to interact with the enemies (maybe some turrets? mines? etc.), and enable better automation, and you will have yourself a pretty addictive, cute-looking infinite cookie-clicker game.
Note: I never got to level 61; some of the feedback might not be relevant considering I might've missed content.