Could be cool with some traits.
Tilt/Comeback: If you get behind, you start playing worse/better
The Zone: If you have a good streak, it gets better
Fluke: You have a tournament modifier that improves/reduces your skill
Now these modifiers should work to modify the spread of the shot. Say you are at 20% max impact, that means an 80% aimed shot would be missing 20%, so +/- 4% impact.
Also "Trash Talking" skill to get your opponent out of the Zone, or make them Tilt harder.
This game seems to have major lag on tree spawns, especially with many bots. My guess is you are forcing a path update for each bot per tree spawned. I would suggest you disable this update, or put a limit on how often a bot is recalculating their paths. An alternative option is to record the bots position, despawn them, spawn the trees and respawn the bots on the map reset/spring.
A Whole Lotta Guards is listed as Boss 56. tooltip on Augmentation unlock states beat Boss 55, but text refer to Boss 56, and is not unlocked after beating Boss 55.
The time taken to relearn is a sort of "respec penalty". I may do something eventually however like only require a reduced amount of SP to "relearn" the skill (for example, 25% SP and none of the additional actions) so that there's still a cost to changing your skills, but it's not as bad.
For the party mode an "Anyone" option would be nice. So you can have say a 5 man party, and want 1 knight and 1 cleric, but you just want first 3 available for the remaining spots.
Also the "Tavern" icon should show how many of a party has been signed up instead of being stuck on 1/2.
A confirmation on the hard reset would be nice. Could not read it proper so clicked it thinking it might be some kind of bonus ... not the bonus I was looking for.
I would like some added "idle" options.
1) Ability to preset a loadout based on on current gold/star max before start
2) Option to autorestart when killed using that loadout
This means that the game can idle progress at current strength, but you do not apply new gained powers per run, nor gain skills/passives after the start, so shorter/less efficient runs than watched, but still progress.
Currently AB and normal speed seems to be the same thing. Here are a few ideas to make them appear more unique.
Having the AB active reduces crew learning/work speed. So you gain speed/income but at the cost of progress over time.
Another option would be to make AB be a % boost to normal speed, so to maximize speed you would need to balance both. As mass reduces the boost %.
Bulk/max buy added. Hover on tiles in upgrade window