You could alter the fusion GUI size, as it's the only one that's really an issue. Every time you choose a new fusion, you have to scroll the screen down. Also, choosing it, should probably start it.
There's a fair amount of flipping back and forth when trying to craft new armor to equip. You could add Equipped icons in the recipe descriptions. A simple strikethrough if it's not being worn, and a grey, green, blue, or magenta symbol if it is. Just have one symbol per applicable hero.
... 6 hours and eight minutes later, I haven't GOTTEN a new monster, no less evolved one. You might want to nerf the MP gain, slightly. People are just going to give up before they get anything.
Good concept, though a bit short at the moment. I got all the upgrades by 1:50, and won by 1:87. I'd add some upgrades, a pitfall, or two (bad media against you, a troll, whatever), and raise the goal quite a bit. Afterwords, I'd add an ascension/reset option.
Aside from the store, there's no action on the part of the user. I'd add some sort of a minigame on the same screen as the computer, perhaps a cheap arcade game that you have to get points in to unlock those upgrades in the store.
Thanks for the suggestions, I'll consider them if I make a sequel to this. I made this as a quick 5 minute game to get started out on Kongregate (in one day) and did not expect that many people would play it. If I knew that, this game would be much deeper in content.
The new overall text looks good, and the buttons aren't that big of a deal, as the boxes they are in expand on hover. I'd probably stick Resources above Buildings, rather than float it over the pic, and your warning message, though that's not all that big of a deal, either. The name of the game should be a new colour other than white, though. It's basically your logo, so go bold. The achievements might be tweaked. Like the other boxes, it expands when you hover over it, but the tool tips for the buttons go off screen. I really love the flying cash... I'm not sure, in retrospect, that you should bother shrinking it. It reminds me of After Dark, an old screensaver from the 90s.
The setup looks pretty good, and I like the flying cash. However, a few tweaks might do some good. The cash is quite pixelated. I'd make it smaller. If it doesn't take enough space, just duplicate the image. Three would work well. On my browser (firefox) you've got white txt on light grey background. Rather than colour the background, I'd colour the text black. With black text, if you want to change the background later, you will have more options. Also, no matter how I zoom the page, the buttons don't fit in the boxes. Are they static? I'd switch to centering, or right/left alignment.
This is one of the better idle games I've played. There's a lot of strategy involved. A few suggestions, though? It gets a bit jumbled, and a bit of an eye sore once you've been playing a while. You might want to find a way to link the ingredients physically to the resulting potions via drag and drop. Once this is done, the animation should drop the ingredient directly into the potion, replacing the counter on the right. This way, they are not all over the screen, and you don't have ingredients flying everywhere, but you still see the animation. You might want to port this to steam, too. I'd bet you get sales, and people would be able to play it full screen.
Thanks, glad you like it and also thanks for the suggestion. I generally like the idea and will think about how this could be implemented.
I'm not sure about Steam. Of course I would love to release it there, but I think the production quality is currently not good enough.
You need to add K,M,B,T and above, or at the very least add commas. Once you get to a certain spot it's very hard to tell how much money you have in comparison to how much you need to spend. Also, it takes too long in the late game to buy anything. The ability to buy more stuff should stay a little bit consistent. This could mean nerfing the products a bit, but it's more interesting when you can keep buying.
Lastly, the warehouse upgrades can use the same thing. You should be able to buy more, faster, even at a disadvantage. This is because this is meant to be an idle game, or it is listed as such. Having to be there at all times to keep clicking SELL means this is not an idle game.
All in all, though, I like the game. It's fairly simple to figure out, and stays fun for a long time. It just loses it's appeal towards then end when you're just sitting there waiting to be able to afford something, and having to count digits in order to figure out if you can.
Good start. I'd add some idle upgrades before anything else. Using Unity might not get you as many plays, but I find Chrome a pointless browser, anyway. Firefox is better for people who know how to use a computer.
Are reset dungeon levels based on character levels, or a set perimeter? I mean, if I reset with all of my character's levels in the 40s, will the mobs be the same strength as if I had reset with all lvl 60s?
Improvements can be made. There's no info about the leveling system. At some point it stops allowing you to level a character, regardless of your xp, then it allows it again later with no hint as to why. The store is too random. If it only sells three items at a time, it should stop selling a certain item when you've gotten all you need for your party. I'd suggest upgrading a specific character's equipment right from the character viewer. It's less of a headache, especially because you start off buying for almost every character in your party, since you can't afford equipment until about the time you've bought them all. An auto-upgrade drop, very rare, would be nice too. I'd work on the money. You don't make quite enough, so it takes a long time to progress. Challenge is a factor, too. You are so over-powered on one level that you have to wait around a lot, and you get slaughtered on the next level.
A great game, but a few issues... The hoover is worthless. It's easier to click, and the 'mega' dynamite doesn't seem to do anything more than the normal stuff.
Hi, it's about the resets. The higher your progress the faster you drop monsterpoints when resetting. Best regards.