I'd like to see offline progress, at least for science since that seems simplest. I'd also like more sorting options for the stash, both for just sorting and for auto-sell, so I can more easily find what I want when I need to breed something specific. Pausing, scanning through for something, selling, pausing again gets tedious. A setting to get rid of doubles with autosell rather than just the cheapest would be good, and a way to prefer clovers based on their similarity to a specific pattern. Good idle game overall, though.
This is probably excessive to expect, but I think it would be cool if there were some sort of map we can conquer, piece by piece, as we gain new units. Maybe have new features unlock as parts of the map do, but possibly at the cost of having to re-spawn some units (since they'd die in the fight).
I've noticed with google chrome the game pauses if you open another tab, but not if it's in a separate window. Hope this helps people having trouble with it not doing anything while idle.
It would be nice if the pick quality were listed relative to your current blacksmith skill levels instead of what they were when it was made, to remove some of the guesswork on when to spend the gems for a new one.
I find with a lot of the trainings, it ends because I get bored and stop paying close enough attention. Something simple that would help with that is if you made it so, next to the score, it shows how many points of actual skill that score translates into. If I could see that number going up in real time as I play, the training would be more engaging.
I actually kind of like that there's no distance bonus. It means you have to try and strike a balance between aiming for cash and zigzagging, or going straight up and not getting much. I do think there need to be more types of money, though: you start getting money bags pretty low down, and there's nothing new after that. There should be new, better money sources at least every checkpoint (space shuttle, moon, etc.) or so so that there's SOME incentive for getting higher aside from score/eventually winning.
Some ideas: 1. You could add timers on the menu, so we can see the time until a market refresh, a finished whale or bank interest no matter what screen we're on. 2. It would also be nice if the auto cooker didn't stop when we run out of snails: have it start again as soon as we get five, instead of making us leave snail collecting and turn it back on. 3. I've gotten to where I have a ton of money and not much to spend it on. Maybe let us buy alternate versions of all the casino games where you bet money and get exp if you win? Probably a smaller amount of exp than the money that's bet, but it would make the casino a lot more worthwhile, and give me somewhere to use my billion dollars.
It would be nice if you made it so we can feed goldfish more than just burgers. Maybe make all the stuff we can fish (except goldfish and whales) usable as goldfish food, and have them reduce the timers by the amount of exp they're worth. This way other fish wouldn't be quite so useless, but it would still be worthwhile to catch and cook snails, since they'd be tied for best food with noctopi.
A bit odd that the zombies alternate between coming across the bridge to attack and pouring out of buildings. Maybe have all attacks come out of buildings, and add in between-attacks influx of zombies across bridges? Other than that, resource relocation gets a little tedious after awhile. I'd love to see a sequel where you're gradually reclaiming ground and need to continuously defend what you've got. Keep the base building and rebuilding stuff, but make it quick forays from a reclaimed area to achieve objectives and claim new ground instead of a constant state where you're having to move more and more sluggishly as you gain more resources.
As far as the concept goes, I love it. I've always been a fan of dungeon-crawlers, and this is a really nice twist on the genre. Like a lot of people have said, though, the adventurer's behavior is frustrating. Obviously that's supposed to be part of the challenge, but it goes a bit far here. I'd say just make it so they never backtrack and you should achieve the right balance. And/or you could add tiles that cost larger amounts of gold (maybe 30g?), but guarantee that the adventurers will go a certain way.
Really fun, addictive game until you hit max size. After that it kind of gets old. Would be nice if you implemented some way to keep on improving (zoom out and allow further growth, skill trees, something). Also seems like I actually end up having more trouble destroying ships the bigger I get: the only benefit is that I can take more hits, but it seems like I do the same amount of damage per hit while having a harder time actually hitting things with the bigger, less maneuverable whale. Bigger whale should = bigger damage, at least to significantly smaller ships.