Great Feedback, thanks and appreciated.
First things first: it's my first attempt at making an incremental game. To be honest, I thought it would be easier, but there is a lot of thought that goes through this process. The game itself is barely balanced, as I did most of the balancing in the last 6 hours.
I'm a fan of incremental and inactive games myself, it's like sometimes you look and do something and think about the process to get higher levels and then do other activities, a good time killer.
I think I need to learn to make my games more "innovative", to be more self-explanatory and to introduce features slowly instead of pushing them on the player right at the beginning.
The tooltips are a great idea and I wanted to include them, but there was only time to do them for the Achievements.
I will think about that part in particular:
The power on characters is very vague to me. What does having 100 on my guy mean? How can I gauge whether I'll be able to defeat my opponents? How can I gauge whether I can one-shot my opponents? How much will my guys "number" go down if I can't one shot my opponent? For example with defense - there's the actual equipment on the character, then there's a generalized defense thing you level up, then there's the skill that you put gold into. Do all of these effects multiply together?
Actually, this is how the player's defence or attack is calculated:
So I send the total damage, and I get the total damage. I thought about maybe treating each unit individually, but I guess when you have a trillion units, it will take a while to go through a dictionary and calculate all the values for each unit.
The enemies are easier because they don't benefit from extra skills or anything.
Really thanks for your detailed Feedback.