| Congrats on launching! Had a play through and found it pretty addictive; similar to other clickminer/grind style games I've liked in the past. I found the action swap mechanic a little odd at first but ultimately a nice change of pace from the more typical "unlock/pay to play" style progression of actions. I do agree with some other posters that there is a good deal of unnecessary tapping (choosing to return/continue, etc) but I think it would take a little ingenuity about how to keep the core gameplay as is and reduce those taps. The ads did make me sad and really interrupted the flow/immersiveness of the experience. A revenue model I'd play with is a paywall after the first level (and capping the stats as kind of an "intro" experience) and doing away with the ads. Last thought was around the item that allows the player to see the unit's information. That part felt especially clunky/tap heavy. Might be cool to just see the general strengths/weaknesses mid-battle. Again, just a bunch of random thoughts, and the main takeaway is that you should be proud of not only building something cool, but putting it out there for others to enjoy! |