Ok, pretty good start - of course the memory issue needs handling, but besides that, here's a few suggestions:
Add purchases for zooming out (to a limit ofc), and adding more lesser towers as well as protective walls / force fields which rebuild with each wave to help balance the defensive stats.
Options to build slight maze structures to funnel advancing enemies would also be neat, especially coupled with hazards that slow/debilitate/dmg like spikes, flames, ice, that kinda stuffs.
On that subject also, it might be a good idea to have a look at the current air attack thing that knocks enemies about since with high atkspeeds they bounce around so much they sometimes get to land a hit as they zoom across the screen, making it a risky stat to raise.
Very much looking forward to seeing what the Factory and Laboratory have to offer :D
Oh, and statistics, yay!
lvl 11 order: 15 stone swords of magic...
That means i need 15*3 stone swords since magic enchant takes 3 swords for each(2 lost in the process?)
so, 45 swords at 3 stone each means i need to mine 135 stone to make enough.. a little bit silly scaling there :p
Just posting to let you know 2 things; firstly, this games use of offline bonus years gain is vulnerable to a classic idle-game exploit whereby the user manipulates the local PC time by setting it forward by i.e. a month, loads up the game to gain max. bonus years, uses them, sets time back to normal, closes the game, and then repeats again the first step, thereby gaining basically infinite fast-time. It can be fixed by checking the time at login against a global clock to verify that the user isn't manipulating the local clock to this end(rejecting local time if it doesn't correlate to global time within +/- 6 hours or so to allow for time zone difference)
Secondly, I like the game, hope you'll consider updating it or making more games in the future ;]
It would help immensely to cope with the energy system if there were some upgrades to it available at an early stage, with somewhat linearly incrementing cost, because the whole job system seems to get almost pointless, at the very least tedious when the stock market becomes superior in income as fast as it does vs the energy generation rate :s
After reading a couple of pages worth of suggestions, the only things I'm left with are these;
I would love for there to be rare spawning mobs in the farming areas, say a 1% chance or so of spawning a mob with special abilities, more toughness though not too much more damage, and a chance to drop slightly better items than the mobs in that area normally do - would greatly increase the amount of fun from 'just' watching your little guys rampaging around a sewer for a while.
The other thing is that I would like some more information; I'd like to know more about the enemies, their health and damage, abilities they have, and perhaps coupling this with information about the farming areas and raids as locations, such as what 'level' they would be considered in terms of their mob populations, and perhaps information about what items can be gotten there(though maybe leave out some rare drops or 'secret' drops)
Besides that, I can only say you've done a darn good job already with this! :)
Just a little feedback on performance since I just started and can't comment much on the game beyond that it runs nicely for me; using barely 8% of 1 of my cores, no stuttering or lag of any sort - even though I have 4 other tabs running other games in unity and flash, and one playing hour-long youtube videos.
For those experiencing poor performance; If you can and are not already, use a 64-bit browser, try reinstalling unity and/or display drivers, and if using an older PC/OS, try raising the pagefile capacity to see if that might help - no guarantees of course :)
And, whilst touching on the Angel Investors, I get the feeling that it could add a whole new layer of depth to the game if these could be used as a secondary currency towards purchasing other types of upgrades than the ones normally available, like utility upgrades for merely showing more statistics on each venture or buying a scrolling income log or perhaps randomized serendipitous events/outcomes(sudden government subsidies, successful hostile takeovers, winning lawsuits, or such). Of course there could also be angelically investable upgrades for such basics as income cycle speed for each venture or new ventures only available by sacrificing investors - well, those are some suggestions and ideas from me; liking the game though as it is still for now :)
I'm guessing i'm not the only one at the point in this game where a counter for angel investor gains would be a welcome addition; i.e. added to the reset button where it shows how many investors you would gain on the next reset it could display X investors pr. second - of course in the early stages it would be a silly number like 0,0000001 or something, but later on it'll start to be a more meaningful counter than any of the income numbers since when the speed ramps up high enough you don't really have a sense of how long it takes for each income cycle to complete for a given venture, whereas a counter for investors would show for all income cumulatively how far one has progressed.
I'm just gonna say this; If you played the old Creeper World games and liked them, and/or you played this one and liked it, I can warmly recommend that you consider picking up Creeper World: Arc Eternal on Steam - it costs about 14 Euros (roughly 20$ or 10£), and comes with a lengthy and well-paced campaign with interesting storyline, as well as several other game modes, a highly customizable automatic level generator, not to mention a self-build level editor with scripting options and the ability to share levels with other players online and play levels others have built or generated. All of course set to a great soundtrack as you might have come to expect from these titles.
I do not for a second regret making that investment, and i'm sure you won't either after the first 30 or so hours have been well spent fighting back the creeper across the universe.. in fullscreen ofc. :D
Also; GJ to the dev; you're doing examplary work ^^
Very well balanced and nicely paced TD, i liked that the towers had to be used both as dps and to tank enemies rather than just mazing them or something.
I did however feel like i direly could've used a cooldown reduction upgrade to invest in, to make the value of having more towers be more than just for the first few enemies :P
Here's my feedback; I see only three factors missing for this, or it's sequel, to be a retail-worthy game - that is slightly better responsiveness on the controls to better accomodate more challenging enemies - not to diss the mouse+keyboard action, but i feel a game like this could have achieved much more of what the author seemed to be directing it towards by i.e using the numpad buttons in conjunction with wsad to have more ability triggering buttons and thus less confusion-spamming and more intentionally controlled fighting; secondarily, extending the arsenal of enemies and upgrades - perhaps slightly adjusting the upgrade system as well in terms of the balancing of the powers/stat increments vs. their costs. Lastly is to actually publish it as a retail game - with the current gameplay it's easily worth a good 10-15$ to me if it was a fullscreen standalone game.
But as far as flash games go, this is definately first place in my heart for this year so far :]
i have great feedback from people like you and I am definitely considering it on the sequel as I have good data now of what people like and not like. thank you so much for this.
I'm not sure why, but sometimes in the poopmonger the golden poops can be spamclicked - perhaps when the player clicks at the same time on it as the autoclicker or something, not that it's gamebreaking as it still vanishes after a short duration..
That aside, very well done on this, a really nice spin on an idle game - would definately love to see a sequel to this sometime, maybe with a little less coinspam laginduction and generally more of the same fun stuff you already crammed into this one so well :]
I think there might be a slight bug with the manual click power upgrade at around 1,5mil cost the next one drops down to around 500k cost rather than incrementing up in price - not sure if it is maybe intentional though?
Not bad for a 5-minute game i can enjoy at work without feeling bad since i can argue that it helps keep problem solving skills sharp and promotes flexibility of mind :P
Very nice installment you've made this time, really enjoyed it, particularly the ironman bit - almost made me wish you could upgrade the ragdoll some besides growing the number on its chest :p
For the next one, perhaps making the weapons adjustable, like the direction of axes/saws, chosing to coat spikes with poison or set them on fire, ect. would be a good addition, as well as perhaps further upgrading portals and jumpers so they get smaller, letting you place more portals, letting jumpers give more bounces maybe with adjustable angles, and generally a larger level for bouncing around the ragdoll and setting up a nasty killing machine :)
Hope you like the ideas, i sure like your games ^^
I think i may have hit a bug of some sort - just started, did the first three rounds and got a cactus weapon and the first coin trinket plus a random trinket, and on the fourth round for some reason the nerd instantly hit a speed of 999 when i launched, slowed down to 600~ish, and now it's just bouncing up and down between sky and ground, changing speeds between 500~ up to 750~ And now it's been like 15 minutes since i touched the game and it's traversed around 5 milion in distance with no signs of stopping :s
Very lovely idle-game, already quite taken by it, besides an obvious 5-star rating, i just have one suggestion to improve it a little - it would be very nice to be able to have the option to automatically 'sell' pets you find with abilities you don't want, or with class-types you don't want, similarly to how you can uncheck certain item types or qualities - But as it stands, this is definately one of the top 5 flash games i can play at work(without my boss whining about it, hehe) :D
i have great feedback from people like you and I am definitely considering it on the sequel as I have good data now of what people like and not like. thank you so much for this.