It's fairly neat, but the 3dness removes the players abiltiy to percieve the battlefield simply, and the controls end up feelign a tad imprecise with the ai trying to micro around one of your dolls, when you need to do 1 action/second just movign troops around.
I'd prefer to start with some amount of idle income, having to click 50 times is actually alot of clicks that all feel pointless, it also makes it so when you buy the ball, you feel the income is super slow in comparison.
Being able to see when things trigger would help noticing how good upgrades are, currently most talents seems pretty bad as the return rates are ridiculously low
The options in the bottom of the screen and the checkboxes - it's hard to easily tell which checkbox is for which option, some sort of seperation would be neat, or color coding, or whatever could work.
For recruitment, it would be nice with some indication as to when the next dev unlocks, so new players have any idea about the time needed for it to actually be useful.
The fact that you wanted to balance out wizard with class passives makes the other classes passives seem really lackluster, and the excitement of the upgrade is just not there, I sincerely recommend making the passives more exciting, and actually taking other steps to balance the wizard, maybe make wizard spells be actually castable for a decent amount of mana.
With the negative drainy buts of each resource, being able to sell or scrap upgrades to "fix" a mistake would probably come in handy somewhere down the line.
I'm hoping that I've got it so that "stepping on a minus mine" will only need a small amount of time and the right upgrades on exisisting buildings to get back out of it. Unless you leave an auto-clicker on a Mob all night, not sure time would fix that. I am keeping an eye on this tho and will fix if a major one is found.
Hm -- I haven't heard that feedback before, but it might actually be something I could just add an option to let you change -- I'll see what I can do!