You definitely need to take a nother look at the sound design. Audio starts WAY too loud and abrupt in the menu. Also, I get the feeling this is inspired by Shadow of the Colossus? The artwork here is really great, and I think you should consider leaning into the atmosphere some more by changing the sound of the character's footsteps to match the snowy ground.
Some extra stuff: You need to optimise things a bit as the game starts to lag closer to the end of a round. I think it's probably the number of exp gems left scattered around, so do what other Survivors-likes do and have them automatically combine into bigger gems based on how many are nearby. Also, the drop rate for hearts is way too high.
My first impression of the game is that it needs some polishing; my character's attack starts a distance away from the sprite, which makes sense given he's holding a wand, but it means enemies can get behind your firing range where you can't hurt them. Also, enemies should be spawning off screen, not within view. The voting system is wierd seeing as we can't freely choose what upgrades to upvote/downvote, that makes no sense.
This doesn't seem developed enough to warrant a WIP release. The controls are overcomplicated (why require me to press a button just to start moving?), the camera goes wild at times, and dying doesn't even seem to work. I'm all for supporting new devs, so give this another pass and work on it some more before the next release.
Ok, I've given this game a fair shake. I'm not sure why you're understating how similar this is to Idle Breakout so much. There are certain differences, sure, but things even down to the arrangement of the speed/damage/amount stats of the balls is the same as in Idle Breakout. The ball abilities can all be found in Idle Breakout but there are less different ones here, the prestige system is less interesting, and the game starts in an identical way.
Even with all of the above, I still hope you plan on developing this one a bit to iron out some of what people are saying about it and hopefully give it more of its own identity. You clearly love making games so I wouldn't want this experience to put a downer on that.
Yes, I was already thinking about reworking the game, because I would like my efforts not to be wasted, I already started drawing some new elements for the game. If I don’t have a blockage at work, tomorrow in my free time I can release a slightly modified version with new mechanics.
It feels like things progress way too fast. It would be nice to unlock new features in a more paced way so that we can get used to them without everything being dumped on us at once after the first couple of prestiges.
After another play: The bullets per shot upgrade doesn't seem to work, and the shots per second upgrade is utterly pointless considering you can shoot-per-click.
At least it looks like it's made for desktop this time. So... the gun doesn't fire where I'm actually pointing for some reason, and all the buttons are completely offset from where my mouse is, meaning it's easy to accidentally buy something I don't want. I assume you tested all this before uploading it, right?
For rubies, you don't need to boost any of your stats. Focus only on working points and skills since skills take the most time and are needed more frequently than stats. I recommend saving up to 60 to buy the 25 extra work points, then spend the remainder on skills, starting with smithing since it takes the longest and makes the most money compared to everything else. Spend the rest on the last three skills, hunting and carpentry, since the last three take a long time and hunting and carpentry are important for late game quests.
I don't know if this is a problem on my end or not, but this game and -only- this game keeps freezing up the whole webpage and going a blank white after a couple minutes of play. Saving also failed earlier today and I lost the entire session of progress even though it's meant to save every ten minutes.
Suggestion: I would recommend giving the bar along the top of the screen a second row onto which you can put the save, pause, exit and reincarnation buttons. That would give the statistics much more room to breath so that all the numbers stay visible for smaller screens.
Why does the game keep telling me that my troops have arrived in a city that I haven't even discovered yet? Also, I just got the glitch with the disappearing attack and lost my entire army for no reason.
Yes, I was already thinking about reworking the game, because I would like my efforts not to be wasted, I already started drawing some new elements for the game. If I don’t have a blockage at work, tomorrow in my free time I can release a slightly modified version with new mechanics.