I'm not an expert in game design (just psychology) but from a hedonic perspective I strongly suspect that you should not be stripping players of assets when they die.
In general, the case for "punishing" a player is weak (why cause the user pain?) and punishing them in a way that makes it hard for them to catch up in a highly competitive game is worse. The "Death" counter going up and losing your current position is sufficient incentive not to get killed, or there could be loss of points, or you could maybe strip off a single distance unit from the bombs.
In the long run you might want some sort of way for early players to catch up quickly, like drops near a player becoming more frequent when they're less advanced compared to other players. Meanwhile, ceasing to strip assets when a player dies, or stripping off only a single unit of distance (not number of bombs, having only a single bomb slows down gameplay a lot) will greatly increase game playability.
Especially don't strip the ability to kick bombs. This makes it far too easy for freshly respawned players to be killed.
I agree, however, that it can be really frustrating to spend a precious several minutes farming or searching for power ups only to lose it all in a freak accident, an unlucky wall spawn, or even just getting outplayed by someone. I think somewhere in between would be the best of both worlds -- maybe losing about a third to a half of your power ups would be a good balance. Then you don't lose all the fruits of your efforts in an instance but the incentive to not die is still strong. Yet dying will still happen frequently enough that the overall level of power ups that people have will be low enough to keep game play fun and reasonable.
I used to play Mario 3 on the NES, and at the time my country had a bad electrical infrastructure, I hated going back to the beginning due to a blackout.
1. Just starting with 2 bombs instead of one would make a world of difference starting out. Especially mid-game when everyone has 5+ bombs.
2. The nuke doesn't rack up kills. Make the nuke useful and so people respect it more. Right now it just makes people want to kill you. And it makes the nyan-nuke much more tactical in nature.
3. Make depot spawned bombs "owned" by the user that set them off. If you set off a chain reaction of bombs, you should get the kills.
4. Stack treasure shield and soccer ball shield. Almost no one wastes time scoring because it is so hard. Make it stackable and people will do it more often.
From the looks of it I don't think they are using Node for anything related to the game itself. At best it might be used to pair a client to a server but that's basically nothing.
Will have to see if Ivan replies to know for sure. :)
One more question if you don't mind: Are you doing any server side checks to make sure player movement is within bounds and then doing prediction on the client?
Team consists of two programmers and four helpers, we live in different cities near Moscow.
I started developing the game in April, published link at habrahabr.ru and since then i'm optimizing network and rendering.
We were preparing for Mozilla GameOn, posted a link to /r/webgames, it became viral. We're in shock :)
Game Core: Pure Java.
Game Client: cross-compiled with GWT. Angular.js for UI (scoreboard, chat).
Game Server: Haproxy -> Jetty
Web backend: nginx -> node.js
Servers are hosted in cloud and begin to slow down after 800 players.
We'll rent dedicated servers to archieve 1500 players on a map.
P.S. Langoliers are eating the time you spent in bombermine.