So, thinking more on the input lag issue, it's probably caused by onclick events piling up faster than the framerate (which doesn't take much with a spammy game that has hundreds of dudes running around). You might want to keep a flag floating around -- clear it in onFrame, check for it on every click, set it with the first one, and if it's already set on subsequent ones throw them out. It might need some tuning to allow dragging of bombs, but it might clear up the whole "spawning dudes several seconds after I stopped clicking" deal, which basically renders the game completely unplayable if you have any lag at all.
Input lags like a bitch. The game keeps spawning dudes for like 5-10 seconds after I've stopped clicking, and it's impossible to use bombs or skills while it's doing this.
You accumulate coins way, WAAAAY too slowly. When the very first upgrades cost 100 coins and you're lucky if you crank out 20 in one run that lasts several minutes, that's just tedious.
Bug: in the hallway leading to the priest's room (where the windows break), it became impossible to leave the room. It seemed to be stuck in the step between pathing to the exit and fast-tracking to the next screen.
The game was fine until the last few levels, when it bogged down suddenly. I think you have a memory leak. Also, leaving the final bonus level after clearing it grayed out the screen and it never brought the menu back up.
If I have to hit Ctrl-minus to see your huge vertical tower of a screen, it's too big. If I have to do it more than once, it's WAY too big. Nothing in this game takes a screen that tall.
Reading your response to lag caused by way too many coins etc., it might be a good idea to let the player just hide coins, gems, and fuel altogether once they get the highest level magnet or the Big Magnet powerup. Like, not even draw them at all.
The crate challenges are randomly impossible. They'll spawn on alternating heights of long strings of slide obstacles spaced too closely to go up or down, and there's absolutely nothing you can do.
You really need to reorganize the order some of the upgrades unlock in. I didn't get stomp damage until after I'd already completed the main game, at which point it was nearly useless because you don't really need it for survival.
Even after beating the last boss I'm still not sure what was damaging him. Was it just ramming him with craptons of plumbers, or was the ice involved? I couldn't see anything actually hitting him.
Following the walkthrough demo on level 38, the zombie safely in the lower-right corner randomly dies while the ball on the far left is swinging. He's not even close to the explosion, and no debris ever reaches him.
Also the knockdowns like on level 25 are pretty much a dice roll of whether they happen or not. I can use a touchpad to line up a shot and repeatedly reset with the R button without moving the cursor, and it'll knock them down about half the time.
The explosion physics are too inconsistent for what you're trying to do with them. By the time you hit level 18, things that are clearly supposed to be blasted along obvious block-lined paths trails get hung up on the walls.
yeah, that i can fix.