A few suggestions.
Let the gems fall before declaring "No Moves".
If I have a wildcard gem I definitely have a move.
Make the AI moves a bit more predictable, or better yet, controllable.
I'd really like to see an option to change the "Max All" button. The default seems to be Tick Speed followed by highest dimension. Could I suggest a few others: Tick Speed, Lowest dimension; Most expensive; Least expensive; Tick Speed, least expensive; Tick Speed, most expensive. Maybe have to get an achievement to get these options. I want to experiment :-)
The concept id brilliant, only let down by the execution. Random levels means random death, no matter how good you are you can find yourself in impossible situations. Handcrafting the main levels and leaving the random stuff as an unlock would feel fairer.
I feel that price of buildings should be based on how many are on the map(s), not how many you've bought. Makes trying different configurations horribly expensive.
If you're making a generic game, use a generic interface. This one doesn't work at all like others in the genre. Frustrating to the point of enjoyable.
Sure this is a cool game - seems to be ticking a lot of boxes for many - but for me seems impenetrable. A decent set of instructions or a tutorial would certainly help.
Too little difference between what is, and what isn't, available to buy. A slight un-greying of very grey colours isn't helpful.Also, show the paths available at start - I spent numerous minutes trying to "chose a path" by randomly clicking screen furniture!
Derivative and boring. When are people going to stop copying the multi-million played games and start something new? Oh wait, Idle Factory did that already...
Really needs a manual save option. I got all jobs up to at least a Quintillion mana for the next level, let the game idle for five minutes and then quit. I come back, and all jobs are back to where they were when I first bought them!
Ugh! Sorry to hear about the lost progress, that is the worst. We are working on a manual save option and an indication of when the game auto-saves as part of the next update. Stay tuned! - BearTrout QA :3
I fixed it in the new update. There are new physics so it's easier to play. Because of that the walljump is now very boring and I need to fix that but it was time to release this update. There is also a new level so I hope you can now enjoy the game.
A few suggestions that might help expand the game. As it stands, the game seems to be purely about buying the best you can
.
1) Weapon range/placement - there does not appear to be anything other than personal choice affecting weapon placement. If weapons had damage modifiers dependant on distance / obliqueness from the vault, it may help to add a layer of strategy to the game.
2) Weapon longevity - old tier weapons are redundant as soon as you open the next tier. This makes the player care little about their units. If old weapons could be upgraded to match new weapons at an equivalent cost (bearing in mind 1) above and 3) below) this would really add something to the game.
3) Vault Abilities -something like: you have to destroy all four walls to go to the next layer - the deeper you go, the more the vault protects itself, destroying nearby units so that the further they are away, the less damage they take.
Love the game aesthetics, just hoping for a bit more meat on it's bones.
Price of building IS based on current number of that building on all maps.