Glad to see that this has finally found a venue that will allow it to make you some (well deserved) money. Loved it before, love it now. Loved the players before, ... ... WTF????
Suggestion: As they aren't used for anything else, have the Q/W/E/R/T/Y keys swap the current helmet/weapon/armor/boots/right ring/left ring with the first one in the inventory. (The 'Bolt' staff is awesome, but sometimes what you want is a battleaxe w/crit RIGHT NOW!)
Here's a hint for getting the *big* bucks soonest: swim along just under the surface until you find tiny/small fish with lots of bonuses, go back up to the surface to get some more oxygen, then take them out. Next, head straight down until you hit the limit, and bag the big boys with bonuses. (I've gotten 7x+ a couple of times.) By getting the majority of your bonuses with tiny fish, you will have *lots* of room for the real money makers down below. Vote this up!
Use the mouse to move the character.
Press the "Z" to change the color of the character.
The black enemies should be killed using white shots and vice versa.
(Vote this up, please.)
It would be *very* handy if you could fix some of the vehicles and use them as small depots; the larger the vehicle, the more equip/people it could haul.
AAAARGH! Three times so far on the last level I've come close to breakouts because the game will bug out and say 'even though you have 50/50 ammo, you can't fire because you have no ammo' and my sniper tower gets overrun.
Two things I'd like to see are a 'hand in equipment when finished' checkbox, and a 'suggested equipment' list on missions. Trying to keep 70+ pieces of equipment and 50+ survivors organized is a real hassle to do manually.
Break *ALL* the games! (I was up to 50+ survivors, 20+ equipment, and 45+ areas, when I queued up 10+ orders, and, after the game hanging for a few seconds, suddenly was looking at a circled exclamation mark.) 5/5 anyway, though.
It's a good start, but pure randomness can get frustrating. Try adding left/up/right 'bumping', as in pinball to allow the player some control. You can also alter gravity and rebound speed to offer multiple difficulty levels.
Next do 'Not To Scale: Master Class', adding rotation, mirroring, and animation for the hard, Insane, and Nightmare difficulty levels. (...and make the number and X & Y ranges of the tiles selectable, please, for more replay value.)
Great game! Some suggestions: A) For each structure added, allow the player to choose from two different weapons. For example, fireball (medium damage, straight shot, sets enemy on fire; fire damage decreases every second) or catapult (high damage, fires in arc, knocks enemy back, knocked back enemies act as weapons, do reduced damage/knockback on other enemies.)
B) Allow more choice of which sections you add, and where you can put them. (e.g. Expanding your island horizontally.)
C) Make 'U' a hotkey for upgrading.
D) Add a 'fire rate' and 'shot speed' upgrade options for each section. ('Shot speed' of 0 drops shot straight down, 100 fires straight ahead.)
E) Add 'Aim at crosshair' checkbox for each section, checked by default. (i.e. Weapon can be set to fire straight ahead.)
F) Add aerial 'pets'.
Regarding the gloves, how about implementing a countdown 'stamina' timer for them; as long as you hold down the punch button, you will automatically hit whatever you touch, but only until the timer runs out. OTOH, holding it down should increase the chances of you breaking the chest open. That would add a bit of strategy to punching, as the player has to balance quick-tapping to have enough time to hit more than one chest vs. a better chance to break open *one* chest.