You Need metrics. What am I getting when I buy X. What impact does it have on my incom or what ever.
gameland
Recent community posts
Suggestions. Add Multi priority to skills or manual buttons to trigger them. For instance I played a knight I can use MP more cost affective skill that is single target but no way to trigger the AOE skill which makes it pointless. If you make the AOE skill priority it drains all you MP in no time and may not be back off CD when you get a group from random incounter.
Addictive game. I really liked it and like others finished off the Tech tree. Suggestion comments on the auto clicker. 1. Don't have it take affect till play clicks on the map. Also have it where you click again and it turns off. Having a built in auto clicker I think is good. since 80% of players are going to use a 3rd party app if you don't.
For such a large file size I was expecting alot more. Apparently you used a fixed screen size so the bottom hung off so I could see the bars along the bottom at all. There doesn't seem to be anything after I buy the 2nd line of upgrades. the lock seems to imply there is more but even after i sat back and earn bunch of money nothing else seems to be an option. So adding choice for screen scaling is a must. Adding more upgrade choices. And exit button.
Small but decent game. The Per-second income number doesn't show and increase based on your prestiages but does seem to be affected in the back ground. An option to buy more than 1 at once would be good. Also add a display of how much either per item or total each generater has so player can decide if it's more cost affective to buy 2 or 3 or 4 generater.
For a small web game graphics and animation is good. For your upgrades it would make more sent to change your prices and benefits to vertical instead of horizontal. So your buying first level of Hammer,water anvil then 2nd level instead of buying all 3 levels of hammer then all 3 levels of water, so on. Next I would suggest animation of customers and some upgrades to go with them.