It looks like lumberjacks after the third just increase their power. It's essentially as if each tree has (lumberjacks/3) worth of people * lumberjack_power
Autobuyers work better, but the issue we now have is that having more than one set of autobuyers turned on is really, really suboptimal. I'd like an upgrade so I can require an autobuyer to wait until the previous tier's autobuyers triggered a certain number of times first. If the value is editable we can tweak the value for max effectiveness. 10 tier 1 autobuys before tier 2 autobuy, three tier 2 autobuys before tier 3, etc etc.
It's difficult to tell what the time icon on unit pages means... some of the quest upgrades make them less efficient... but this is a fun little proof of concept.
After climbing to the top of the tree, if you replace the top face of the tree trunk and fall through, you end up in a train car.. this game is incredibly confusing.
Nice! I had to turn bullet glow off to make things a little easier on the eyes.
Also, it's worth noting that each character has a powered-up or special main shot if you fire from full charge or the top fourth of the meter (except apparently Anna); with Natalie and at full primary charge upgrade, I can do about twice as much damage to bosses by top-tapping than just holding fire.
*Blue chalk guy's coin magically reappears after you get it.
*Two of the "sea holes" in "Rehill land" don't do anything, even with the fairy, I sat there trying to get into them for a while before I gave up and discovered 90 coin was enough to buy a soda.
*Mute button is broken as already stated. *After first fight, if you click on the dead/broken.. thing, before progressing, the text is stuck on the screen and you can't read any of the juicy presumably-plot-related text that comes afterward. Kinda killed it for me. 2/5
World 4 is annoying. Fog makes it impossible to figure out where birds are coming from in time.
Other than that, awesome concept, never seen this done before.