You really can just alternate pressing N and U to win, and buy the new items when they become available. I wish there were more meaningful choices to make so I could try to optimize the progression.
I'm waiting until the HTML5 version is ready before I push a larger update, but I decided to go ahead and publish a new version with this feature added, thanks for the feedback!
I think the winning strategy is to only use legendary equipment you get from 5 gem forge. The stacking exp and loot bonuses are pretty OP. I wish there was more of a use for money. I've got 100 mil and 50+ keys by the end of the game.
A lot of infinite runners implement some kind of persistent progression system that you traverse through multiple plays. If you wanted to continue developing this game, I would suggest moving in that direction.
Need counter to indicate how many reinforcements are left to place.
Want spread completely uniform - not clustered at edges.
Want more levels - still had upgrades to buy after beating 36.
Lv. 29 has stray pixels in field - looks sloppy
Manual start deserves a keybind
Lv 9 and 7 have a stray pixel along the outer track that blocks shots
By my estimate, your series of notes amounts to something like 10,000 words. I've gotta say, it was really strange to me that you just wrote about a bunch of random nonsense, or at least, that's what it appeared to be - can't say I read it all. I found that it added nothing to the game experience, and wasn't very well written either. I question your motives for putting that in the game.
Cool idea. It'd be nice if I could get them to accelerate. I also think it's a bit weird that the AI never seems to generalize enough to pass anything but the level they were most recently on. Perhaps if there was some functionality for running multiple levels it might generalize.
So, I'd say I liked the game, but I was also a little disappointed by it. There are a few rough spots that lack polish: bugs, glitches, quirks - but other aspects of the game, like the stylized menu, ability to run, and item descriptions made the game still feel polished overall. Plus the art and music was fantastic. There's not a lot of meat mechanically though, just a short fetch quest chain that isn't very difficult. I enjoyed the writing: it was charming and humorous at times, if a bit edgy. However, I found the story to be a bit thin and predictable. Neither did I find a coherent message in the resolutions of each of the characters' missions or the ending. A bit of world building would go a long way.
I'm waiting until the HTML5 version is ready before I push a larger update, but I decided to go ahead and publish a new version with this feature added, thanks for the feedback!