Interesting concept, but you *badly* need to use a profiler to find out where the lag is coming from. Every second on the timer takes about five seconds IRL.
Suggestion: As each ant colour gets maxed, add a multiplier for *all* ants of 1% speed increase for even 10 ants of a particular colour. For example, once I max black, red, & purple ants, all will get a 66% speed increase (225 \ 10 = 22 * 3 = 66). Once all ants are maxed, all colours will end up with a 198% speed increase. That will help scale ant speed as larger and larger pictures are created. Does that make sense?
For all of y'all who want to get rid of your lower-tier ants, consider this: the slower each painting is completed, the more time there is to sell the completed ones. My strategy now is to only buy the slowest ants available, even if I have to wait. (...and immediately drop the price of each completed one twice.) Now they all sell and I'm moving ahead rapidly.
Ouch. BF5 has a playable framerate on my computer, but I am *literally* getting only one frame per second. PLEASE profile your code; it is *abysmally* inefficient.
How, pray tell, does one 'Jubilate with dishonour'? I've 'jubiled' a number of times, with up to 2 dozen treasures and never received the achievement for completing that secondary task.
Hmmm... An upgraded bow and spikes are all you need to beat all four levels. Perhaps reduce the damage from spikes to 0.1 and add a slow debuff equal to the level 1 wizard tower. That would make them useful for enemy control but not OP.
Pretty cool start! Suggestion: When the last enemy is dead, all coins are automatically collected. Chasing them down is an unnecessary hassle, and the ones that are far in the out-of-bounds areas can't be collected anyway.
My friend, I admire your willingness to push yourself. I wasn't expecting to come across an idle game created in Scratch. That being said, as well as the issues that others have pointed out, you REALLY need to do bounds checking. I am now almost $600,000 in debt after hiring 250 workers with my first $1,000, then, after upgrading as many as I felt like to level 2, I have 1250 level 2 workers and -900 level 1 workers. :grin:
Hey, I will make sure to fix everything, also I am fixing the things that others have pointed out. I hope you come back in about a week or so and tell me your thoughts because everything should be fixed by then, also there will be new things. I am happy to see that you have commented your thoughts and I look forward to see them again.
FWIW, y'all have a teensy, tiny little memory link. After about an hour letting it run (in Chromium) the GPU usage is at 1.5GB, the subframe is at 700MB, and the main frame is at 100MB, for almost 2.5GB in total. Y'all might want to consider using the Unity Profiler to see what is going on. (It is freezing for almost half a minute after winning each fight.
Not a bad little game, but it needs a *LOT* of optimizing. My rig can run BF5 better than this game. You should get to know how to use the Unity Profiler to find out what is causing it to run so poorly. https://docs.unity3d.com/Manual/Profiler.html
Okay, so I played it long enough to understand what is going on. It is basically a bare-bones combat idle game. Not super exciting, but not terrible, either. You really shot yourself in the foot, however by releasing it before even having the most rudimentary tutorial. Yes, the help screen *technically* tells you all that you need to know, but not well enough. Even a few screenshots as a slideshow would work.
It runs smoothly on 1 GB Ram