Felt the same as Geofferic commented. But, I kind of like when idle games have a defined victory, so I kept at it. Beat it, but would not have been able to do so without an auto-clicker.... way active play dependent.
If developer is reading this: Perhaps extend by adding a layer of "bot upgrades" a bot will automatically purchase upgrades depending on player code (which could be limited by perks/upgrades earned)
Progress is way too slow, and there doesn't seem to be much to look forward to. I think changing the field multiplier from an additive multiplier to an exponential multiplier may help fix this. (ex. instead of 30, 20, 10 fields giving 6x multiplier, it gives 2^(3+2+1) = 2^6 = 64x multiplier. Alternately, if this is too quick, find a base between 1 and 2 to use....and perhaps add a prestige option to increase the base.
Very interesting game. I think that both player and monster atk simultaneously is fine (if you could kill w/out retailation it would be way too easy)... though I do suggest you change the animation so that it shows both player and monster attacking at the same time.
Also, I notice an error w/ volatile slime when revield by a leader w/ 1 hp... it properly kills the leader, but has an error:
Development Console:
InvalidOperationException: Collection was modified. enumeration operation may not excecute.
I really liked the idea of being able to combine runes to create spells, however, I've found that as the game progresses there seems to be poor balance so your spells are super-powerful. Then, sadly the major threat is blowing yourself up with a spell accidentally. I also found the flux system to be a pretty nice twist on the traditional mana-pool.