I will be constructive for you:
This is a test/prototype. This website is not for tests/prototypes. Go to a website for that and submit your learning experience to that. This is a game website, not a game development website.
Can we please get all of the heroes and their health/upgrades visible on the screen at once without having to scroll up and down constantly to upgrade health? http://www.kongregate.com/forums/16896-tap-adventure/topics/550900-hero-list-ui-changes
You should add an upgrade that lets you try all of the vowels first in a column, and if there are no consonant combinations skips to the next column.
If that makes any sense. :s
The game is actually very good looking, I love the presentation and the simplicity is great, but I can't really be bothered to waste time playing this anymore because the balancing causes the game to basically be broken, and I actually really do want to play this game so I'd appreciate it if you fixed it. :)
This game is incredibly poorly balanced. The last rocks are never the most profitable, you need to make higher levelled rocks make more money. Because you can destroy the level 10 rock or whatever in 2 hits for 300. But level 15 rock takes 10 hits, but only gives twice as much. I've had the game running for about 16 hours.
So this is a rip of Idle Miner, which has way less features and functionality. But looks way prettier, and had subdivided the creatures into categories. Now all you gotta do is combine both of your talent and make a game that is well presented/pretty (you can do that). And has number crunching stats and upgrades to infinite. (crovy).
@Donnadonut: I think the value of ingots is being able to make large sums of gold into ingots to sell when the price rises exceptionally high and to allow you to "sell all" excess gold other than ingots when the price is low.
Suggestion: Advanced Button Machine
Like the normal button machine, but their are three rows/columns AND BUTTONS, the buttons are a little bit smaller and 3 spawn at once moving around the grid, set to overlap to allow the player to change buttons. When you click any one of the buttons all three move at once. Instead of moving back and forward the buttons actually spawn on one side and move across and out of the field, meaning players have to swap buttons when they overlap. There are different coloured buttons and some are worth more then others depending on which colour is "active". It could be a lot more elaborate perhaps more buttons could spawn on screen at high enough combos, or some buttons could be "bad" buttons that break your streak or debuff you, but that's the basic idea.
Great game.
Change "Target Priority" to "Only Target" if you're going to make it only target those modes. Or make it actually PRIORITIZE. As in if it can't shoot at it's target priority it should shoot at whatever it can, perhaps automatically prioritizing first.
Hey Dev, your system is flawed because you can only place notes as crotchets but you can make the notes shorter then a crotchet.
1=Demisemiquaver(1/32nd notes) (Places a demisemiquaver, followed by seven demisemiquaver rests.)
2=Semiquaver(1/16th notes) (Places a semiquaver followed by three semiquaver rests)
4=Quaver(1/8th notes) (Places a quaver then a quaver rest.)
8=Crotchet(1/4 notes) (Works fine)
16=Minim(1/2 notes) (Works fine)
32=Semibreve(whole note) (Works fine)
64=Breve(double whole note) (Works fine)
If you could just make there sixteen places per bar it might take a bit more scrolling when making slow moving pieces but it would allow much more room for movement in terms of solo pieces, I don't think there's really a point in letting people place 32nd notes though haha
hmmmm perhaps...