The new GUI is generally an improvement, but the green and red text on the grey background of the bottom left tooltip area is unpleasant and difficult to read. Small suggestion: what about an ETA countdown on the divine abilities, so that we know how long it is until the next charge?
I've noticed the 'keeping cash after prestige' thing also, but it doesn't always happen, so I'm not sure what the issue is. Another bug: if you have auto-plink at 0.50s and plink faster at 0.5, the auto-plink rate is much slower than it should be - it seems to wind up being exactly half speed. Perhaps it's missing the 0.5s plink-rate 'window'?
Yes, if the cooldowns are equal you'll likely see behaviour like that - I'll look into changing it.
Have you recently downloaded Unit 5.0? I'm wondering if the difference in versions is what has been causing a lot of this strange behaviour.
Re: 'optimal strategy' as mentioned by grcd, if you measure the total tangerines/second income of a set of buildings against the cost of each new building, the 10th and 11th buildings are the best value. Google spreadsheet demonstrating this: http://bit.ly/16NfwXh
So, using the gambling method CoCollect posted before, and with the maximum 75% win rate, it should be possible, on AVERAGE, to multiply your tangerines by 10 every 17.6 'cycles'. Once you're at maximum Upgod and Efficiency upgrades, I suspect this might be the fastest way of getting the 1e100 achievement - though it'll still take a while!
Restarting the browser resets the lag (which eventually gets bad enough to render the game unplayable), which suggests that the issue is a memory leak. This should be fixable.
I honestly would like to like this game, as it has many elements that I usually enjoy, but the repetition and slow pace simply amounts to tedium. It seems like the developer has lost sight of the game experience.
One thing I would personally like: the ability to choose which character you play and which gets kidnapped. It is nice to subvert the old "damsel in distress" thing. :3
Are the graphics supposed to look like this, this glitchy? This happens in both FF and Chrome, with the latest Flash and Unity plugins. http://i.imgur.com/wbR9CXQ.jpg
The key to winning (versus the computer player, at least) is, somewhat counter-intuitively, to go underneath the opponent, i.e. by getting a clockwise rotation going. When they jump, allow them to go over the top, and jump just enough that your head will avoid the floor. Usually they will then be rotating sufficiently quickly that they won't be able avoid losing, although it does depend on the level somewhat.
My enjoyment of the Adept Aviator badge would be *significantly* increased by the non-existence of the hot-air balloon. That thing single-handedly makes this game too frustrating and tedious to bother with. Everything else is generally positive, though, and it's otherwise a nice improvement on the original.
I was prepared to enjoy this game, as I love this kind of thing in general, but my suspicions that it was an outright copy of Castle Crashers just kept growing as I saw more of it. After everything else, the upgrade system was really the final nail in the coffin. Of course, CC wasn't the first to do this kind of thing by any means, but the similarities are just too striking to ignore. Rating 1 for blatant plagiarism.
This game has some major memory management issues. It's currently clocking up 1.4gb of RAM, which is pretty ridiculous. I'll certainly rate it better if you can find out whatever it is that's leaking.
I've updated the text colors and the new version will be live in a couple of days while I do some more coding and and a bit of more content :)