The game design for Holyday City: Here is a resource you will accumulate millions, upon, billions, upon quintillions of, lose to resets, and still never see a use for unless you spend near a month playing. Good luck!
The thing that bothers me the most is the inconsistency in picking up the orbs or getting hit. I can often grab a further out orb but somehow completely miss the one next to me, or get hit by a pillar that is further away from the orb I missed.
One thing I think would be an interesting addition to future games, have the ability to Rotate in mid-air. Having to do a leap into some spikes only to rotate last second to drop to safety.
Great blueprint for what could be an outstanding game. One minor change: Upgrades! Starting ball count, extra damage, more frequent white/red coins. One tip: Play a mobile game called Bounzy, it's very similar but suffers from FTP-PTW syndrome. Not saying take their ideas, but for sure take what they did wrong and improve upon this nestegg you've got going!
Beat All Caves with this setup**Black Knight, Dragon Rider, Mermaid, Witch , Centaur Archer, Succubus - Heal, Athena Protection, Hercule's Strength, Comet, Phoenix.** HEAL CONSTANTLY, use Protect & Strength only on Titans or against the Shadow Goblin. Comit to bait the enemy champion or to hit ranged units, Phoenix shreds through units if they break through for any reason. On Cave 5, be patient and build up your forces to max before launching an attack, Protect & Strength once you reach the Shadow.
Please please please, detach the camera from the crosshair. If you leave the ship locked in the center of the screen it would make the overall feel of the game much better. Otherwise great game.