In terms of mechanics, having a story (whether it's meant to be deep or not is irrelevant) that advances every click is problematic when the basic instinct is to click as fast as possible. I missed a couple lines of text because I was clicking rapidly, and that shouldn't happen. Maybe the monologue should pile up on the side and scroll off or fade away?
I had marked this game as 4/5, but, frankly, the amount of effort that the devs are putting into it really earned it an extra star. It's nice to see such an engaged and communicative development team.
For this to actually be an idle game, there needs to be something to collect coins for you. Otherwise, there's almost no difference between "idling" and "closing the window and not playing the game".
Game won't run through AdBlock, meaning it needs more permissions than Kongregate's baseline. Well, I don't allow random domains to run scripts, for safety's sake, and if a game _requires_ an external ad to even load, you've built your framework wrong. 1/5.
I'm also in the group that can't get past the screen of "Defeat X", while it's on infinite loop. I've allowed everything with AdBlock, and that had no effect, so it's not an external script.
JMTB, can you tell us what flash versions you've had or not had problems running this on? (I'm running 11.2.202.235)
An ad roll on start? That would be fine. An ad roll between levels? 1/5 and I won't be coming back to see if it gets any better. That was a terrible design choice. When you're expecting a game, and you get a commercial, it feels like bait and switch which means it feels like you're trying to take advantage of your player somehow. I recommend you never do that again.
A) Make sure to back up your save files!
B) For anyone else out there who recently ran into the same: I just updated my flash player, and the game suddenly turned slow as molasses... If you've hit the same problem, I fixed it by uninstalling flash then rolling back to an archived version (11.2.202.235 works fine, haven't tried any others). You can find the uninstaller here (http://helpx.adobe.com/flash-player/kb/uninstall-flash-player-windows.html) and the archived flash versions here (http://helpx.adobe.com/flash-player/kb/archived-flash-player-versions.html)
C) Make sure to back up your save files!
I don't allow random other sites to have Javascript access on my system. Since that's required for the game to load: 1/5 Too bad, too, I was looking forward to playing it.
I would say the next thing you need to work on is more visual feedback on the gameplay. For a tower def game, that would be things like visuals to see which towers have been upgraded, or health bars (maybe a mouse-over, or some other form of status feedback) for the creeps. Luckily, for a T.D. the gameplay is standardized enough that you can "get by" assuming that everyone playing the game already knows the mechanics and behavior, but if you were to explore another genre of game, the user feedback would be even more critical to a feel of successful gameplay. Other people might complain about badges, art, music, or extra difficulties, but all of that is secondary to a solid experience that makes the player want to come back. I was a little sad this ended so quickly, but that means I had some vestment in continuing to play, so I'll call this a fun start, and I'm looking forward to what you come up with next.
This looks like a nice framework, but you really need to work on the collision detection. Watching the cannonball clip right through something you aimed at means your center of collision needs to be more form-fitting to the objects. It also appears that the collision doesn't register after a bounce. If that's the case, the projectile should be removed from the field, so it doesn't look like it could have impact. All the other things mentioned here (upgrades, waves, repairs, etc) are secondary to the main mechanic of the game behaving as expected. A nice start!
From a design perspective, the final boss is miserable. There's nothing worse than getting to the end of a game and seeing all your hard work completely stripped away leaving the player feeling powerless. Even if it is the only one of its kind, it left me never wanting to play this again, and that's bad for you. From both a sales perspective and a gaming perspective, you need to seriously rethink the final impression that you leave with a potential customer/player. I like that you tried for a unique end-boss to really wow the player, but the mechanic was far too disheartening. The controls issue can be worked around, but if the player doesn't want to come back and play again, all your hard work is for nothing, and a disheartened player rarely leaves constructive feedback. (They just put the game down and walk away) Keep on it, though... I can tell you put a lot of work into the atmosphere, and it did have a nice feel while playing!
I second the issues with visuals, as there's just not enough contrast to see within the play area. Still, it made me want to play again, because your mechanics and gameplay are good. A little graphics tweak, and this could be a fantastic game.
You could leave your ship next to the target and acquire a fraction of the coins!