I'm liking it so far :)
some qol ideas:
show amt last rebirthed for, show hotkeys on the UI w/o having to hover, cast with mouse, show dmg to be inflicted on cast, which would calc what your cast settings are set at and how much enemy armor would reduce it by etc., cost updated to show how much you can currently buy based on buying multiple, and how many that is vs how many oyu have selected, ie i have enough gold for 9, but i have 10 selected, maybe a damage log, maybe an indicator that would show how much time it will take to kill the current slime based on the damage youre inflicting?
Enjoying the game. :)
I'll add a few suggestions as I think of them.
1.) Spawn a new tile on the center of your current screen. (as opposed to the original spawn point each time.)
2.) A way to hide items you're no longer using. (I don't need lvl 1 - lvl 7 potions, so the feature would hide them all. Maybe a tab you could collapse, and add things to that tab by checking a hide box of some sort.)
3.) Move the tiles to a grid and locking tiles together, and hiding tiles
4.) Show total income
Just a few of my suggestions. Sorry if any of them have already been mentioned.
-Jump to end (far right) button would be cool. Or even a list to quickly see what mineral you want to jump to.
-The indicators could either not show when you can't afford an upgrade, or a quick way to see that you can't afford it w/o looking at e/a upgrade.
-Better Descriptions of the upgrades (how exactly does quality assurance work, etc)
-Let us arrange the inventory, drag and drop, dmg, worth etc.
-save code to copypasta from one game file to another. (for across computer play etc)
-tooltip for the boost of each gem with the gem boost feature
-button to keep auto-click from killing the minerals
-sell gems
-achievements! :D
Decent game. Shitty stage generation. Some of the jumps required are simply impossible without infi jump. Some objectives are impossible to achieve at all due to being too high a jump or directly below a large jump. Also when respawning or reviving or using the jet pack, it is silly that you can "land" in a hole. It's not fair to place the player in a situation where he doesn't have control of the character yet, but is punished for not being able to jump. Also the amount of onscreen clutter causes way to much lag and needs to be dealt with. It even causes 1-2 sec input delay which is all it takes to completely lose a scenario.
Pretty good. Were some problems with "x2 turn" when using "Smite" and "Point-Blank" where you couldn't select a target, and it would consume the turn anyways. Kinda sad. But a great game. Can't wait for part 2!
I'll be here..." "Why...?" "I'll be 'waiting'... here..." "For what?" "I'll be waiting... for you...so... if you come here... you'll find me." "I promise.
that game was so cool! i loved the music! i want a copy of it! lol. make a PSP version and i love you forever! (i am joking btw, that would be difficult to do on the PSP)
Implemented a few of your suggestions this update. Working on some of the others. Thanks for the feedback!