With the return of dependencies, you should add a button similar to "buy partial" that shows the price including prerequisites. This way, if I want to buy a top tier item, I can click once, instead of buying 10k of the base, then 1k of the next, then 100 of the next, etc.
This is even more helpful when the dependencies aren't necessarily linear.
Re-completing a level at a lower difficulty will set the icon back to the most recent difficulty, even if you have previously beaten it at a harder level.
It is all too easy to just move the tank over to the side of the screen where the bombs won't hit it. The planes need to bomb random areas, not the same spots.
You have a lot of things moving on the screen- everything fades in and out, the walls pulsate, enemies float around, your beam rotates, text pulsates, powerups appear in random places... Maybe you could tone things down visually?
It is pretty easy to just kite the zombies along until all of them are out, and then drop a grenade to wipe them out. The levels increase in difficulty slowly enough that I got bored before seeing whether the later levels need more than one grenade.
Do you just make the same game over and over game, using different art assets? Why not try changing some gameplay methods, as has been suggested by commenters on your other games?
It looks like you are playing with the "flying kings" rule, which is not standard in many areas. Other nonstandard variations you have are:
You let kings make another another move after they reach the final row.
You let normal pieces jump backwards.
I suspect you are using "international draughts" rules instead of "american checkers", but are using the 8x8 instead of 10x10 board.
Yeah, the problem with these board- and cardgames is that there are so many rules, and everyone has different ones (maybe even rules made up in their household). In the future I probably won't be making games like these anymore and stick to original game concepts, that way I can make my own rules :)
Instead of "muliplications of that number", you should say "divisible by", and remove the "x" symbol. That would make it easier to under stand what intent is.
You should also give actual instructions- you should say that the goal is to grab the numbers that are divisible by the chosen factor and avoid those that are not. Also, point out which parts use the keyboard, and which use the mouse.
The controls are slow, and it is tough to tell how big the hitbox is.
the music is pretty good. Make firing continuous as long as the spacebar is held down. Make spacebar, the enter key AND 'x' the key to press to move through menus, as well as the mouse.
Yeah, the problem with these board- and cardgames is that there are so many rules, and everyone has different ones (maybe even rules made up in their household). In the future I probably won't be making games like these anymore and stick to original game concepts, that way I can make my own rules :)