Idling to Rule the Gods Dec. 18, 2014
You know what I think would be great? If players has the option to turn off the mouseover tooltips. Everytime I try to click a button, a mouseover tooltip pops up and gets in the flippin' way (and they slow down my CPU, too)! Otherwise though, a great little idle game. :)
Developer response from Ryu82

The setting is already there if you go to Other - Settings -> Hide all Tooltips. You can also show them on top instead of near the mouse.

My Piggy Bank Dec. 07, 2014
At the moment, I have \$2.20 deposited and I can deposit \$0.20 between each rebirth with a little bit of grinding. Doing lots of maths in Excel, I figured out that to be able to afford to deposit just \$0.30 each rebirth, I would have to have already deposited about \$1000 in the bank AND then get all coins to level 50 (and the cent to level 75) AND then grind away for about 112 days to afford to deposit all 30 cents in my account. What this shows is that the cost of depositing is way too steep at present!
Beyond The Universe Dec. 06, 2014
250 yottametre target? Please. I'm now coming up on 1.7 million yottametres...this is officially beyond the universe, and also BEYOND EFFIN' POINTLESS.
My Piggy Bank Dec. 06, 2014
I'd like to add a comment to the "needs balancing" issue. The problem is, adding a cent to each coin's value rapidly increases the value of a cent, but not anything else. Adding, say, a dollar, increases the cent 101x, but only doubles the dollar's power. Instead, perhaps we should buy "savings bonds" that increase all the coins by a proportion of their own values, say 5%. Then a 1 cent -> 1.05 cents, 1 nickel -> 5.25 cents, 1 dime -> 10.5 cents, 1 quarter -> 26.25 cents, half dollar -> 52.5 cents, \$1 -> \$1.05. Using simple interest (\$1->\$1.05->\$1.10->\$1.15, not compounding the % rate). Then, all the coins would go up proportionately and the 1 cent coin wouldn't come to dominate the gameplay.
Beyond The Universe Nov. 30, 2014
Welp, after leaving the game running all night again (and having already completed the game the previous night), I've now travelled so far that I've lost the first three digits after the Ym symbol. It's something just over 1,430,000Ym though. More digits are necessary, or dropping the SI prefix letters in favour of 10^(3x) power numbering. :)
Beyond The Universe Nov. 29, 2014
I've now travelled over 725,000Ym. And I'm wondering, when is the next rest-stop? :P
Beyond The Universe Nov. 29, 2014
I've travelled nearly 15000Ym so far, and my speed is over 24Ym/s. Or to put that in laymans terms, I've travelled half a million million parsecs and I'm moving at 80,000 million million times the speed of light. Seems legit. I'd still like to see a "Distance Travelled" scoreboard though. :)
Beyond The Universe Nov. 29, 2014
I would like to see a high-score table for "Distance Travelled". So far, I'm already past 1,300 Yottametres. I think you might need to drop the SI prefix names and just use powers of 10 (or powers of 1000) insteadn. :)
Idle Goo Nov. 19, 2014
Could you please explain for us, what's the formula for calculating the number of bits discovered based on the total units built? 'Cos I have a feeling that if the number of units required per bit rises for every bit discovered, then I want to build up many many bits before I even think of starting to use any. Even using just 256 bits to double my speed once, it would take much longer to make those 256 bits back because the number of units to be built to produce 256 new bits is way more than the number of units that were needed to produce the first 256 bits. ...am I making sense in this post? I really hope so.
Developer response from RazielAnarki

Hi! Yes you are right, each new bit is a bit harder to get than the last one at first, but it gets somewhat easier (the curve flattens) later on. The actual formula is (transcended bits + new bits) = sqrt (total units / 1024^5). Hope this helps!

Idle Goo Nov. 15, 2014
Seems like a really interesting game, but it's incredibly laggy on my PC (which doesn't usually lag with idle games, even ones in Unity) and controls freeze after building 10 nanoassemblers. Maybe a fix will be forthcoming? Until then, rating 2/5 for idea due to execution, but will revise as game improves. :)
Gold Rush Oct. 26, 2014
You know what I'd like to see if you get around to making improvements on this game anytime soon? A RESET button for when you feel you've been making upgrades in a less-than-efficient order.
Career Oct. 11, 2014
OK, this is a reasonable simulation/thought experiment, but I have a couple of suggestions for you: 1) A person should be able to hold down a job whilst also looking for another job. The moment I hit "find a job", I lose my current job and start haemorrhaging money like a stab victim. 2) Sometimes, after I hit "find a job" and lose several hundred dollars in saving, it finds...a worse-paid job. Nobody would ever give up one job for another that pays less!
@Softhard - that's a good start, call me when you pass 100 Quattuordecillion AIs. :D
IdleSpace Aug. 03, 2014
This game goes waaay to slowly. The problem is that the prices of all the upgrades rise exponentially (quadrupling each time), while all the upgrades themselves either double in size or add on a fixed amount (like an extra +10 gold/sec). So the effects become dwarfed by the amount they cost. Also I would suggest adding info on current gold/click and speedboost/click, and could you maybe also consider adding a "speedboost/sec" upgrade that keeps the speed rising even when the player isn't around to click 24/7?
Developer response from MiMy

I'll see what I can do :). Update will come today or tomorrow :)

Jeoygreen006 - Banks open on weekends? Is that something that only happens in Britain then? (Our banks do open on Saturdays nowadays; they started doing so in the late 90s)