As many have pointed out, when upgrading resource gain, the percentage is wrong. Also, how is research point gain calculated? Why is there a green number below the white one, what determined that one? Most numbers need clarification.
It feels like this has such potential, but falls short due to a major issue, wave duration.
We really need an upgrade to make enemies spawn faster, even at just wave 200+ it gets so painfully slow that it's more profitable to just keep playing wave 1-100 to gain those research resources. Not cleaning waves faster as I get more powerful never makes me feel like I'm getting upgraded and stronger (which is important for idle games), it just raises the maximum level cap I can reach (in an artificialy increased time gated slowmotion)
This also has the glaring issue of that expensive new guns simply are not stronger than my cheap super upgraded sentry gun I was have kept upgrading since the start of the game.
As the balls go faster, so should the multiplier progressbar, it's impossible to reach higher than x2. Would be also great to game increase speed as you gain more balls, attacking take forever when having >100.
I love the game play and talents, really catches the best feeling of healing in MMOs - but the game is 95% stats/level and 5% strategy/tactics. This game strength could have been to figure how to defeat each boss by testing different specs and strategies. But no, it just wants you to grind for hours to gain levels to eventually have enough stats to not be overwhelmed by the damage output the the next boss. Lost potential.
When hitting a balloon when thrusting it remove sall the speed :( ... In the beginning that's ok since I can see the balloons comming, but during the super-sonic speeds they appear so fast I can't react :( ... Due to this the object count is a negative upgrade :(
So I average about 300 in each stat, and face enemies in cups with ~75 in each stat, or challengers with like ~25 (which oddly enough are more profitable than cups), I find this way out of balance - it only feel like I'm farming stats, noting else (as there is no challenge in 1-KOing enemies which deal damage equal to ~0.2% of your max health). :(
The ability-descriptions are lacking their core stats (such as damage or chance to actually stun the enemy), I was surprised that my flip-kick only dealt 50% damage (I was expecting >100% damage), and I have no idea if the stun-chance is 50% or 33% (I assume it's higher than 25%). Awesome game overall! :)
"Jumping Line is a minimalistic but challenging jump n run...", the only challenging about this was to not lose my patience when waiting for the ultra-slow platforms to move, and hence try a short cut and die, really frustrating - speed them up! The respawn is way to slow and the spikes have too big of a collision box. It's a nice concept for a game though, but need a lot of work.
I'd really like to see how much progress each individual is making in the weekly challenge, that way I can remove the friends who have stopped playing and not risk failing a challenge again due to friends not playing any more.