Thanks for the changenote - it explained that "DropFile" meant a drag and drop target for a saved file. I could not figure out for myself what that meant.
While it affects balance and should maybe wait for the potentially next scene, maybe try a version of the "main three powerups" (clock speed, cash multiple, click multiple) where while they're over 100% (200%, x00%...) full both the multiplier and the bleedoff speed increase? It's not so much about my wanting more income as noticing that after a relatively early point all three bars will always be full and all the relevant "do something to get this bonus" actions, like several colors of ghosts/flame and similar rewards, become entirely meaningless to get. Long before you have some of the achievements there's nothing to go after except the relevant achievement, and even spins/scratchies become worthless when they don't give gems or warps.
Any chance of adding sounds to the currently soundless things which are spell ingredients - at least, while you're using them AS spell ingredients? The sky-based stuff, especially, has potential.
I don't dislike what I've seen of the mobile version of this, nor does it bother me that it uses a different codebase... but any money coming from me for BMC (such as a few minutes ago, the reason I'm bothering to add this comment) will be here, not there. If I'm playing a game on a mobile device, it usually means I either can't or don't want to connect to the Internet.
Could use a secondary toggle setting on the "Portrait" button for cards in their ultimate form to allow you to set the non-ultimate. While it's reasonable to make you keep an avatar card in your deck (as opposed to just moving the "Portrait" function into the Album), the game's auto-enhancement combined with ultimate form not requiring any limit breaks can make maintaining a non-ultimate copy of the card for this purpose rather difficult for many cards. And while portraits do tend to be used for bragging rights, or a form of narcissism, there are still cases where people don't like the color scheme - or possibly the "minimized clothing coverage" - of a card's ultimate form.
Like the Molotov; it combines widespread destructive force with the ability to leave metal structures intact. Given that the main difficulty in the prequel was trying not to bring down buildings too soon, the Spy's actually more valuable here as well. Combine with a Tesla Tank to kill through walls, a Commando for sharpshooting (or pinging surfaces to get baddies to turn around) and a transport helicopter or gunship... and I too fall into the trap of growing comfortable with a single specific team.
Actually, I wouldn't say the AI is especially difficult. While it's true I do badly in this game, it's more that this particular game uses combat mechanics which make my normal and preferred anti-AI tactics for the style of game unusually ineffective. There's nothing wrong with the AI or the game; it's just not one I'm personally going to enjoy playing. I suspect some portion of the unhappy playerbase is in the same position and hasn't realized it yet.
Pirate's very difficult on pro due to the need to keep your combo level below 5 to avoid outdistancing him. Can't tell if that's a deliberate challenge or not.
Glad my first playthrough was pure pacifism - so far it seems far more efficient, cycle-wise, and not really much slower for blue or red levels. Bit of a shame you can't meet Elite Hackers until well after you've got the Rigged Computers upgrade, though. Enemies who could successfully unhack computers and whom you've chosen not to kill would make for an interesting tactical challenge - or at least a timing challenge.
You can jam the tutorial, rendering it impassable, by anticipating the called-for clicks at the "Plot Mission" point. Found this out on my 13th pass through the tutorial, still trying to get to the first autosave point before the game, browser, or my computer crashes.