Strategy: Buy 1-2 Sword upgrades, then save up for a coupon. It takes about 25% lifespan to run between two soulshrines 3-blocks away, so save up. Use your elixir when needed, or right before the coupon.
Oh yeah. You should have a base score, which is then multiplied by the user's level, and then as the user levels up the highest base score is multiplied by level to make a better score. Because we can't always get high scores all the time.
This game is awesome, but I have some critics about it. First there's the soulshrines. I would like it if the lifespan counter would freeze until the soulshrine is out of view, thereby preventing camping and subsequent missing of an essential click. Second, you might be able to add the actual rpg element by using an adjustable level slider - the higher profile level the user obtains (not the main character), the more perks the mc can have at the beginning - at a reasonable drop in score. Thanks.
This sequel is so much better; hold z to focus rather than unstable toggling, jump diagonally, and an rpg mode where your progress means perks! WAY TO GO VASCO!
Moral of the Story: Love is easy to screw up and gets harder over time. Also, you can fall in love by spinning round in circles and wasting everyone's time.
This game needs either micro-level ups that increase a paramater by just 1 point from LV. 21 and up, or the ability to permanently upgrade your starting character using vast ammounts of fame - a culture system.