This week's BotD worked after reloading the page a few times. Mondays' onslaught when the badge goes live may be a cause. Anyway, while the BotD points were awarded, blocks were not.
After clicking "Play Links" and forwarding the dialog a bit I sort of get the BOTD, i. e. the checkmark in my profile and the points, no blocks though.
Don't just reload the page. Lost about two days of a.k.a. 100% of my progress. Disappointing. I purposefully, but apparently inconsequentially, clicked the save button seconds before reloading.
First Task quest "Explore the Haunted Forst" has its upper end of gold-gained range lower than its lower end from 7 and on. May be just the description.
I think I'm playing this since February now and I should really stop and invest the time otherwise but you made this pretty addictive - the events play a major role in that. And I must say, your balancing seems excellent - with resets being an essential part of progress and the multiple scenarios (1 crusader, 2 crusaders, man only, no man, etc.) all of which work fine.
You shouldn't punish people for letting the game run on. It's currently possible to be degraded to someone who didn't log in for a day simply by letting the game run for over 24 hours.
Overall an enjoyable game.
Some of the rooms where overly and unnecessarily dark, e. g. grandma's apartment. Also, the voice-acting is pretty poor, specifically the main character's.
Made it to boss and used flee for about the 4th or 5th time ever. Didn't work on boss, didn't even show that I'm fleeing. So I died. Can't get myself to run those 50 levels again - the hours, so frustrating. Very good game, though.
Hints:
Fast forward ship movement: select target (not portal), go to shop & back.
Die on wave 5 to save Challenge; get XP & gold & get chest.
If levels get hard do Challenges, hope for crystals and craft, see post by CluelessWonder.
Improvements:
Movement should be able to reach something close to stick to mouse cursor.
Since enemies can be killed outside screen, chests should move to the vertical middle of the screen.
There should be a way to skip any animation, e.g. ship movement, five stars collected, loot chest of fortune, orb collection; maybe have an auto-advance option that would also help getting to the next survival wave.
Hitbox (char's head) is slightly lower than 'just the hair' (as told in game).
Completing the game could have an impossible badge, I've gotten another one for way less time than completing even the normal game.
Display successive DMG on a single enemy as a total too.
Make item class description always reviewable after the class is available in shop; maybe also have an animation of how weapons work.
Retreating from Challenges should grant reward if a wave was beaten.
Missions seem somewhat uninspired.
A cage within a pit and not standing on anything is not cool. Similar, in acrobatics levels there are black beams with spikes on the underside the character can get hurt by but not stand on - why? What do the numbers for dexterity mean? Great game with outstanding movement controls. Also like the count-down after a pause.
Needs more convenience upgrades. Only two here: Launch (not sure) & Coin Magnet. Rest is required or even bad. Ammo is useless since weapons are useless: Bomb away a mob & next one is right there & now I wait for any high attacks I can't evade except by luck since backwards movement is annoyingly slow. The jump on lying enemies never manages to kill in one hit and I'm in the air until they are out of the screen. The visible field should be larger, rats are hard to aim for (cluttered screen), lying enemies need jumps some time before they reenter the screen & beware of holes. So much seems designed to null advantages: weapons+hit%+jump+high attacks, footballers+holes, ground stuff close to low attacks, air stuff+high attacks. Feels like I'm meant to grind for slot coins until I get No Pitchforks. Even then, I wonder if full stamina & a good launch will manage to get me to the finish. I'm exhausted. This looks like a beautiful game but it turns out to be not much fun.
I like how the interface builds up. You should definitely implement the save feature next. People will come back for additional content later but I for one really dislike discovering I wasted my time.
Very cool game. Didn't fully explore upgrading and the number of items seem vaguely about the same as the number of skills affected which makes me think they are basically a proof of concept for the different ideas implemented - life bar, jump height, movement speed, physical versus magical attack, slow or fast and direct or ballistic spells, world physics, world shaping etc.
The controls are tight and themes numerous. I can't really say why I didn't finish this game in one sitting, maybe the ice levels were to hard on me ;)
I must say I'm astounded by all the concepts put in the game and I expect great things from you in the future.
Since levels only get you awards the Idle element here is cash flow. Expenses grow exponentially while activity rewards don't, making the latter asymptotically irrelevant. The 1st cash flow update costs 2K turn incomes which translates to 3h+20mins. Upgrading doubles current cash flow but triples the next upgrade's price. So that's 3000 turns or 5h. Then 7.5h, then 11.25h. Keep that up another 40h and it's likely your cash flow cannot be matched by any other kind of income, 320$/6s. Gems and precious metals sell at relatively low and bounded prices. I've seen rubies sell at about 1400 and that is the most precious thing with each random reward giving 8 out of 9 times something not worth half of that or 7 out of 9 not 25% of that. Enemy power increases so fast that combat can't keep you busy and who wants to wait-click-mine? Investments soon take too long to get me back to this game, 4 clicks every 20mins for almost 7h to InvLvl6. Math, I don't think it means what you think it means.
Nice graphics and general idea. A few requests/shortcomings: Explain what stuff does and not only once, maybe have an encyclopedia instead of a single help screen. Which by the way should be accessible when distributing starting points. Tell what upgrading does before it is paid for. "Later in the game" upgrading supply quality or hiring once breaks even after over an hour. Give hints on how to find resources - on level 30 I only ever saw wood, leather & copper. Make spells adjustable, I don't want to cast Slow when grinding but in the King's games I want to Slow enemies until I'm a lot faster, not until they fall below 50% speed. Bugs: When Loading sometimes the sound output is set to 0. For some reason the area description is stuck at "King's games". I'm gaining EXP on payments. Not sure that was supposed to happen? Altogether a lot of info and balancing issues but still fun to play.
Awesome! Thank you for the feedback! :)