There are two bugs: The game makes less cash per second than indicated when online, but when offline you make much more cash per second (not sure if the cash per second offline is equal to the indicated, but it is certainly greater).
I'm sure this will get fixed, but in the meantime, a watched pot boils slower I guess.
Why is it that later in the game the oil rig becomes the least expensive, and as you backtrack through the list of investments they become increasingly expensive?
Towns should be player created and have mayors. These mayors would decide taxes, who joins and who is kicked from the town, and etc. as more features are added.
Make sure to attack the enemy as early as possible, with high speed for getting past unmanned shooters and high attack for, well, attacking. This tactic will win almost every battle, even those with more than one enemy.
Every fun multiplayer game has some dumb equivalent to tokens that completely ruins it. I'd rather just buy the game than have it be ruined by tokens, especially in a multiplayer game, which just leads to richer (in real life) being richer in game.
Ranking levels on difficulty
After your level is completed, you could put in red coins. After a moderator comes by and checks it is hard enough, the red coins are saved and would do something out of the game. But if you edit your level, red coins turn into regular coins.
If a level has a high enough difficulty ranking and a moderator has checked it, you collect a BIG COIN and BIG BLUE COIN for collecting all the coins, and these could do things out of the level.
Rating levels
Achievments/badges/whatever you want to call them
OK, a few ideas.
Blue coin doors
Blue coins have a chance of giving purple coins
Rating levels
Text blocks
Rating levels
If wanted by the creator, it saves how many coins you got and where you were in a level after you leave
Rating levels
A publishing system, where after you finish a game you can put a finish block that when touched, saves you as finishing the level after you leave, and counts for your statistics.
A better magic coin system, if programmily possible, that makes collecting magic coins more refined. A level analyzises how often a coin is collected, percentage of players that collect it, how long it takes to be collected, coins adjacent to it and coins adjacent to the coins adjacent to it…, etc. and that would be the chance you have of collecting a magic coin. Every coin would have a different chance.
Maybe a mode that makes the screen longer, so you can see platforms ahead of yourself. I catch myself dying a lot by jumping too far because I don't know where the next platform is
Chat is on T or Enter. (Or the little button in the lower right with a speechbubble)