As with everything else on Kong and most of the rest of the micro-transaction phenomenon, your stuff is overpriced. If it cost a quarter of what you want now, it'd be easy for me to convince myself to spend "pocket change" repeatedly on your game... but as it is, you want enough to make me just say "pass."
@the cursed: You've misread parts of my post. I know the other notifications exist; I'm suggesting adding Level Up to them instead of having the Abilities screen pop up when you level up. My suggestions for the UI make more room to see the game field (makes it feel less cluttered) and makes room to add other stuff to the UI later. The abilities are very limited in both scope and application and could use more flavor and flexibility; for instance, there is no good reason to take Splat past level 1, Freeze becomes almost useless when you invest a bit in Time Extend, and Crit Enhancer is virtually pointless without Crit Chance. And pets may get "strong" mid-game, but I've heard repeatedly that they fall to the wayside by the late game.
The below is not a string of criticisms, just suggestions. I know the developer is constantly working on stuff, these are possible improvements and concepts that can be built on. Skill trees are another idea that might be built on, although I have no specifics as yet.
Reduce the size of the tabs bar (Game, Upgrade, Shop, etc). Make the bar below it only appear when one of those options is selected, and make it smaller. Make the hotkey icons smaller and put them along the bottom of the screen; extend them to 1 to 0. Make the xp bar a small green line above that. Make leveling up put a notification on the right (like Woodcutting, Training Available, Join Guild and the like, below Bonuses and the Chest Claim notice). The game could use group buffs, even if they're just lower-power versions of the current abilities. New ability ideas: Pet Strike, makes pets do an additional hit for +X% damage (gives an additional reason to develop two pets); Waylay, additional hit for +X% damage, returns coins and possibly other currencies. Combine effects for higher level abilities: Try having Splat add a small time freeze (like a stun), or Freeze deal damage over time for it's duration.
I do like having the clean energy event as a little aside just to give me something else to do. The game lacks significantly otherwise, because of all the undeveloped content. Here's hoping we see more soon!
The biggest problem with abilities outside of Splat and Freeze is that they all rely on attack speed to maximize their application. As Crit Enhancer relies on both attack speed AND crit chance, it's by far the least useful until late-game. I would hope for better, more innovative activated abilities... but, I guess for a game with no equipment and no damage inflicted, this is what you have to work with.
Leveling up should generate a + sign or something on the play screen that you can click to go to the abilities upgrade screen... just having that screen pop up when you level is very annoying.
Popular consensus since LMs have NO limits to their deck whatsoever is to skip Timmy. You're going to bloody your forehead on the keyboard trying to reach ten wins, even with power 5. I suggested Tukkun just give LMs 100 red gens and a handful of elite infernos to start as an alternative to Timmy.
Why the F**K don't LMs have ANY restriction on their deck design? It completely wrecks the pseudo-FCG feel. WTB deck full of Black Lotuses, Lightning Bolts and Fireballs...
Wow... I killed the LM nine times... and then it "went to sleep" until it changed before I could get the tenth kill. Fifteen g*ddamn minutes before it was due to change.
Don't see the point of taking spell damage over proficiency with any element. Drop a point in Velocity, Impale and Aftershock so the stats become available, then just max Proficiency on all three to bump up all stats. Since Frozen enemies take more Bolt damage and Stunned enemies are more vulnerable to Status effects, I just alternate Ice and Thunder... Ice to Freeze them, then Thunder for higher damage, back and forth. So I've maxed Proficiency on both, then bumped Swarm on Ice (more slow/freeze/pierce checks) and Precision on Bolt (follow-up damage on Frozen enemies). It's gotten me through the first boss (slow, freeze and stun all slow down foes, bolt hits projectiles in a line, ice is multiple chances to hit projectiles), we'll see if the tactics change later
Rated the game 1 star, just because it obviously has a graphical memory leak that the dev won't fix. It doesn't need a powerful computer, it needs a code fix.
I have a spin-wheel alternative somewhat prepared for the future for daily claims, with better, more random rewards. I'll eventually get that in