Impetus is an increase in damage with greater distances, shouldn't that be reverse? As in, more damage closer to the tower? For example: Impetus% + 1/Distance = TotalBoost or 1/(1 + Distance), etc. Other than that, I wouldn't be worried about how some find it hard and others find it ridiculously easy, you did not change all that much. You do need to scale the game better.
The first dozen or so runs are just write offs. I used those just to do research, which improved my starting cubes. The biggest change was the exchange rate, otherwise, the game did not change much. It did not get harder, just tedious.
Interested in having "Imported/Foreign Cars". Since you can already import/export saves, you could potentially import/export car designs provided you have the research for them (or not). I also second a compare @0 button so I don't need to design before being able to compare. You could put it into a calculator/blueprint section where we can design and determine the stats (or future/upgraded stats). And I request Design to auto-sort by Newest Created Blueprint.
DoodleGod1: 4.2 rating. DoodleGod2: 4.0 rating. DoodleDevil: 4.1 rating. DoodleGodBlitz: 3.2 rating (at time of writing). In my opinion, energy/tick based games like these are better for mobile players and apps. Especially if you intend to add in pay elements and pop-ups to pay only content. Honestly, I'll be surprised if you break the 4.0 rating wall. And it feels like you're trying to cash in on the DoodleGod fan base to make a quick buck. None of the other DoodleGod games have the same number of plays as the first. Innovative games will always do better.
So far, two bugs encountered. Killed mob did not leave the screen. Elemental rock in place walking. It doesn't attack or actually move. Just continuous walking animation. I like the difficulty meter, but the game really boils down to easy achievements and endless grinding.
As everyone says the controls could be more refined. You could try making wall jump only applicable when pushing into the wall. And also change the requirements to jump and crouch so they trigger more easily.
So I found the vending machine. Then in the engine room, thinking I was suppose to match up the wires I fell into the white, slowly moved onto B floor, then fell into the port hole, and fell endlessly. One infinite loop to another.. is that the ending? Also, fixing the electrical wire is not clear enough, I swapped MANY *live current* wires for grounded leaves before realizing that it was safe to walk on electricity but not water.
I noticed all my best distances and money gains are from runs where I did poorly with the launch. The best launches were generally average gains. What's the point in a launch with gauges if isn't that helpful.
Where is Schattensilber seeing these "everyone". He's only the 15th comment in, and there was only two references to Kingdom Rush (and one to Necronator). Both of which seem to be comparing the look of the menus, to which I agree.
For me, the hardest level was level four. Ten needed a bit of visualization, but implementation was straight forward. With four, I couldn't see where the last button was and would miss it by a small amount, and die.
Multiple loads causes Pochi to start evolved. Then when you try to level up he won't evolve so the game keeps telling you to level up until you run out of candy to level up. And there's nothing left to do but refresh.