Endovior's Comments

Game Comments
Play Astrobots Astrobots May. 18, 2015
'Mute' mutes the music, not the sound.
Play Idle Raiders Idle Raiders May. 11, 2015
I've been noticing some very strange behaviour with the healers; they have a tendency to randomly retreat from battle, running off away from everyone to do nothing in particular for a while (especially noticeable in raids, where there's actually room for them to get away from it all). I can't think of any reason why they're doing so, since they're explicitly disengaging from monsters and valid healing targets to go do nothing.
Developer response from pitforest

I'm not sure myself, I thought I fixed all depression in the last update!

Play Idle Universe Idle Universe May. 02, 2015
I also got the fleet bug; the game froze on the victory screen after I beat the second planet; and when I reloaded, all my ships and troops, all the research behind them, and even my hangars were gone. That... needs fixed.
Play Woodclicker Woodclicker Apr. 13, 2015
I'll echo the comment about transmutation time. Assuming you don't actually need the lower-level stuff (say, because it's copper), it takes 20 transmutations to power a single next-level transmutation. With all transmutations taking equal time, that makes the lower-level ones completely worthless, since they do nothing but clog your queue. To fix this, I'd be inclined to recommend an unlock to allow transmutation of larger batches. Being able to optionally transmute stuff in stacks of 2000 would nicely solve the problem.
Play Holyday City Holyday City Apr. 07, 2015
Liking the port, but there definitely needs to be a link to the port page from the city facilities page. Going back and forth between the two of them (say, because you want to spend a bunch of resources that you have in port) is super-awkward.
Play Holyday City Holyday City Apr. 06, 2015
The port update helps, certainly, since preventing the waste of resources mitigates the worse aspects of the warehouse system. However, there's still the issue that it can become literally impossible to upgrade the warehouse, requiring more materials for a single warehouse than all your warehouses can store combined. That scaling can make it impossible to continue with the game until you reset, and are able to purchase another stock increase... which itself just delays the problem, since it doesn't affect scaling; it just makes the numbers bigger. Looking forward to seeing what you're doing to fix this!
Play Holyday City Holyday City Apr. 06, 2015
The idea of buying stopping at 10 or 100 is nice, but you seem to have implemented it as "buy to the nearest round number, if you have enough money" instead of "purchase in round number increments only". Most people who play these games like round numbers, and won't want to have odd numbers to buy up from at all, so your implementation of it is counter-intuitive and not particularly useful. It'd be more helpful to simply block purchase, when you don't have enough money to buy the full 10/100; most games of this kind that use a system like this do it that way.
Developer response from HolydayStudios

thanks for the feedback, we will think about your proposal after we release the Warehouse system :)

Play Time Clickers Time Clickers Mar. 22, 2015
Having fun with this so far, some thoughts... Firstly, it's not at all clear how Dimension Shift works. Seriously, this needs an explanation. As has been mentioned, the main gun definitely needs more upgrades. 'Passive' autoclicking would be best, I think; you'd still have to aim it somewhere to make it useful, but you wouldn't need to hurt your finger and/or use an autoclick program to actively participate in the game. The rocket launcher feels underwhelming. I've been consistently leveling up whatever gun is cheapest, and the rocket launcher just doesn't measure up. Even in cases where the splash effect is actually useful, it still seems less effective than the Spread Rifle, and the splash effect is wasted most of the time. Finally, It'd be nice to be able to see in-depth stats for the guns. It's not entirely clear how much of what stats get reset after promotions, and being able to see the numbers behind all the upgrades and such would help demystify things.
Play Reactor Incremental Reactor Incremental Jan. 31, 2015
I like the new upgrade structure! Given the abundance of new upgrade-room, I think the next logical addition would be 'infinite' neutron reflectors, so you don't have to re-place them in any design that uses them.
Play Reactor Incremental Reactor Incremental Jan. 27, 2015
Been fiddling around with things. At the high end, I'm more limited by the capacity of my heat exchangers than anything else; it's possible to get vent/plating synergy more than strong enough to let your vents cool away more heat than their melting capacity. Unfortunately, exchangers are hard-capped, so they'll never get any better. Coolant is interesting, but there would need to be better exchangers to really take advantage of it. As such, I'm going to reiterate my earlier suggestion about durability and exchanger improvements for the remaining empty upgrade slots. More durable heat vents could take advantage of extreme vent improvements, and more powerful heat exchangers could handle the resulting heat pumping needs.
Play Reactor Incremental Reactor Incremental Jan. 25, 2015
The new update definitely helps with the balancing; swapping the plating vents for a vent buff is interesting, particularly as it makes vents the only source of cooling, and heat exchangers the only automatic way of getting heat out of the reactor hull. 1% per plating is a really interesting sort of bonus; I'll have to play with it a bunch to see how it works in practice, but it certainly gets my imagination working. Coupled with the buffs to vents, exchangers, and coolant, this looks very workable; off to reset and see how it plays out!
Play Reactor Incremental Reactor Incremental Jan. 24, 2015
Echoing what's been said here; given the upgrades that let reactor plating vent heat, heat vents and heat exchangers are useless. There seems to be room for four more upgrade trees on the screen, so I'd recommend one for heat vents (doubles the heat dissipation of the vents), one for heat exchange (doubles heat transfer), and one for component durability (doubles the heat that components can absorb before melting). That would make the vent/exchange/coolant system actually worthwhile (and able to keep up with the scarier fuel cells), and leave plating where it should be, as a mediator between the exchangers, and not the totality of your containment solution.
Play Caravaneer 2 Caravaneer 2 Dec. 12, 2014
The economy log in the Caravan screen is kind of annoying. You've got a perfectly good scrolling list in the top right hand part of the screen, but if you want to scroll through the price histories for all the towns you've been to (a HIGHLY useful function when planning trade routes), you have no way to do so but by clicking 'next/previous' buttons to manually switch between every possible good, including stuff like the unique quest books that no one is ever buying or selling. It'd be a lot more useful to put that list of all items in the scrolling list, and have whatever you select from that list also show up in the section below.
Play Galaxy-Siege2 Galaxy-Siege2 Oct. 02, 2014
The cinematic mode was working earlier; kind of annoying that it's broken now. Definitely needs fixed, yeah.
Play Overlod Overlod Sep. 22, 2014
There's been a lot of these games lately, patterned basically after Adventure Capitalist. This one looks pretty... but it uses the terrible 'click rapidly' anti-idle method, which is a crime against my fingers. It doesn't really make any innovations on the theme, which is kind of sad. Notably, it doesn't even have "increase the production of X for every few Y" mechanics, which have been around since Cookie Clicker. It's possible that more interesting content was hidden in new game plus territory, but the experience just isn't compelling enough to get me to invest the effort. A fairly unexceptional clone, all told. 3/5
Play Spore Spore Aug. 12, 2014
there should be more warning that clicking the red button quits, with no progress saved :(
Developer response from StumpyStrust

Progress towards achievements is saved. I will add some popup text when hovering over the button to give a better warning that it takes you to the menu.

Play Helixteus Helixteus Aug. 07, 2014
I want to like this game, but there's a bunch of things in it that are very un-fun. The (apparently deliberate) decision to prevent gem / energy ball production on non-active worlds, for instance. If that would allow people to farm things 'too quickly' or whatever, balance around it; make individual gems/balls less valuable, and require more science/mineral investment or whatever. As is, the system where all the planets want you to upgrade everything, but a third of the upgrades will do nothing for planets you aren't watching? Un-fun, especially since it's not apparent that this is the case, and I needed to find out from the comments. Aside from that, managing an increasingly large empire grows tedious (and RSI-inducing); it'd be nice if there were more idle mechanics, to allow you to benefit more from worlds that you aren't personally watching.
Developer response from Apple0726

The main intention to disallow rare item generating in non-active planets is to prevent lag. Imagine if you had a thousand ore mines and each tick, the game has to check if every one of those tiles have passed a check and thus produced a rare item. One solution I can implement though is to modify the formula in such a way it includes the resources produced while you were away from that specific planet, and incorporate that factor into the rare item producing formula so it "looks" like they have been generating rare items even while you were away. Disregard that if you don't understand though, the only person that can actually understand long explanations by me is me myself. c:

Play Auto Turret Auto Turret Jul. 28, 2014
Minor quibble: beyond a certain point, numbers like 'attack speed' and 'enemies per second' end up being displayed to a silly amount of decimal places, probably due to tiny rounding errors. Whatever it is you do behind the scenes to calculate those numbers, it's a lot better display-wise if you don't show all that junk... three decimal points are more than enough.
Play AdVenture Capitalist AdVenture Capitalist Jul. 18, 2014
@TheLaw118: Hmm... don't know what to tell you, then. I found that my income increased after the update, but that might've been because I was already far enough along to benefit more from the high-end stuff. 800 newspapers, in particular, is a massive income boost, which makes Banks the best business in the game... but it was fairly grindy getting there under the old system, and I can see it being harder to hit that particular milestone.
Play AdVenture Capitalist AdVenture Capitalist Jul. 18, 2014
@TheLaw118: If you're a quadrillion-AI-haver, it shouldn't be taking you THAT long to get trillions of AI... I moved from quadrillions to quintillions quite smoothly, and that was after the update. Are you sure you have ALL the upgrades purchased? The newspaper ones, in particular, are a big deal, and the additional x9 in the upgrade tree (and the assortment of x11s for the high-tier stuff) should more than make up for the lost lemonade income.