Don't see the players lasting too long with this game. It lacks one specific fundamental requirement for any type of social game and that is the **feeling of progress**. You get to a specific point and your power stagnates. Gold never comes out of chests. Artifacts to upgrade are given the excuse of being rare so you can have dozen plus cards that you can't upgrade cause you can't even get close to the level where these would drop more frequently. Extremely costly arena access for a reward that will be temporary at best. Unfortunately, a nice UI, good graphics and a stable interface won't keep players around if they don't feel like they are progressing in the game.
You have lots of work to do. Frankly I doubt people will play this much till you get it working better. Good graphics won't save a laggy or poorly executed game.
1. JS Script locks up every time you try to restart a level. On FF you can stop the script after several seconds of lock up, then continue the game.
2. Trying to deploy defenses can get really laggy and then the unit finally shows up.
3. No time to set up defenses when you start a level, so by the time you get one defense up the enemy can be 1/3 to 1/2 the way across the map.
4. Funds seem pretty low at the start on some levels.
Does it really stop attacking or are there just too many targets coming out so fast that you are attacking something underneath one. Having a 2x hp one in the begining would be ok, but this game doesn't work as an idle if 2-3 of the 5x hp ones show up and you get killed trying to take out one single target. Attackers coming out way too fast is probably the real problem when trying to grind. Was at about level 30 and could barely grind 15 and even then had to watch out for multiple 5x hp attackers.
Starting magic spells and casting cost are just ridiculous. Meteor Storm for 60 as the first spell for an undead mage? Don't think you can get above 16 even if you put all starting points into intelligence. Some low level spells are needed so they can be used immediately while retaining more powerful spells for later in the game. A low level spell must be forced at the start of the game.
Far too grindy in just trying to kill one boss. Took about 7mins and about 30 reloads to kill the second boss. On top of that I had to drain out all my money on repairing the wall. While the mechanics and gfx seem workable, the amount of damage to kill a single boss is extremely absurd.
Not sure on the rules here, but I was guesing that if a gem was removed the yellow tile behind it was too. This doesn't appear to be the case all the time. For example, the bomb should remove up to a max of 9 yellow tiles but only randomly removes some of them. I have seen other instances where a gem is removed and the yellow tile behind it isn't removed too. Someone seriously needs to go over the yellow tile removal code and fix it.
This might be the problem with people losing so easily.