Criticism aside, I really like the card mechanic in this game (which I normally despise). I think it works really well with the flavor you've chosen. I can't wait to get a little further, and see what happens past those first couple skull resets.
Because the card animation is long compared to the time to click, but not the idle time to deploy, increasing the number of cards only helps your resources per second in idle play, not in active play. I think the early game could be significantly sped up just by deploying your 2 or 3 cards at the same time, instead of waiting for the animation that many times.
hmm, after getting some cards, the benefit of getting more is to increase the chance of getting one or more sets of monsters of the same type, wich gives a multiplier to the terror of the entire hand of cards.
Having coins be separate from gold is really confusing in the beginning. It becomes unclear as to why I'm gaining income, but can't hire more workers yet...
At the right distance from the monitor, the background can become a stereogram, and all the waves of enemies are floating... just thought I'd share. :)
It's not a bad game, but it's too rough/unpolished to say it's a decent game. I think if you put some more work into it, you could have something decent here. Oh, and please, put in a mute button.
This is more of a physics toy than an idle game, but I guess it's fun to look at for a few minutes. Having said that, not having any option LESS than 100x buy is kind of lame. (*First Click* "Here's what you're seeing for the next 5 minutes.")
For the minimalist appearance, I like the way the achievements appear instead of just highlighting something in a grid that's already there.
There appears to be some weird rampup on the price of autoclickers, after I bought the first upgrade. I don't know if that's intentional, but it feels really weird.
Also, +1: The assassin is just a waste of a spot. By being in the front row, and getting hit early, he can't actually do anything. Even when he starts with full rage, he's often dead before the animation finishes. I can't wait to get rid of him for (I hope) a second tank.
I really wish that when you died on, say, level 59, you started back on level 51 instead of 58. It'd be much better to watch running through the earlier stages over and over than to just sit against a wall trying to get money.
I intended it to be a somewhat relaxing, long taking, in the background - kind of game, hence the theme. Maybe that went a bit too far, so I've rebalanced a bit. ;-)
hmm, after getting some cards, the benefit of getting more is to increase the chance of getting one or more sets of monsters of the same type, wich gives a multiplier to the terror of the entire hand of cards.