Following up: At 7.1x multiplier, I previously reported it takes ~12 hours to go from 16 to 17, and ~26 to go from 17 to 18. Can now confirm that 18 to 19 is ~46.5 hours. I can guesstimate that the total time is roughly 12+12+26+46+90 hours, which means: At 7.1x, it takes a total of 7 days, 18 hours to get to level 20 on skills. And again with a maximum available multiplier of about 10x, this number is barely going to change.
Oh, I have 131 achievements, and resetting would get me another .5x. Just thought I'd mention it. But of the 97 achievements I'm missing, about 50 are unobtainable due to hobbies or time constraints (play for a year, coughcough). That's why I estimate about a 10x multiplier is the current maximum.
A little more detail, rough estimation for those curious: At 7.1x multiplier, going from level 16 to 17 in hobbies is ~12 hours, going from 17 to 18 is ~26. With a ton of grinding, I might be able to push to a 10x multiplier, and that's being generous... but that would only save me a couple hours. I shudder at how long 18 to 19 and 19 to 20 is, but I'll be back in 26 hours to tell ya!
As people are mentioning, there's something wrong with achievements registering as complete in the bonus multiplier and the time slot counter. The achievements will trigger and show as completed properly, but it requires a refresh before the counters update.
For those wondering (since I spoke about Hobbies before and everyone keeps mentioning them): With a 5x Multiplier, you can get Hobbies to 16 and Angst to 20 before the really high wait times. So you can Max Cassie, reach Sweethearts with Mio, Quill, and Elle, and Crush with Iro and Bonnibel, before having to wait over 9 hours. On the plus side, you'll unlock Hunting and Sports, which should open you up to enough achievements to reach 36 Time Slots: You can train all Hobbies overnight, but you'll only get 1-2 levels a day. Still working on the optimal multiplier strategy, all I can say for now is don't do your first reset until you can get the x5, then you'll be set for a while.
It's really not properly balanced. The upgrades don't do enough to make this enjoyable. Every order has the same time limit, but takes exponentially more resources and exponentially more time. The upgrades are too small and too expensive to properly counter this. Dev, for fun, try playing this without clicking at all and see how long it takes to pass each level. Then use those numbers to rebalance clicking vs idling, and the upgrades thereafter.
Also wanted to say, clicking is pointless towards the end. You can use it on Affection requirements at 5000 or less, but anything more than that you should just buy gifts and dates (you'll make money way faster than you can click). In fact, most levels past the halfway point will max out affection by fulfilling the other requirements, so clicking isn't even necessary. Something to consider.
The only problem I can see outside of balance tweaking is that there's not much content we can access. You'll get the first 100 achievements rapidly, but then just hit a massive wall on hobbies, even at a 5x bonus. For example, after becoming Sweethearts, Mio wants you to work in Space, which would require two level 40 hobbies. At 5x, my hobbies take over an hour to go from 11 to 12, so 40 would take days. But I also can't get many more achievements to increase the speed, so I'm kinda just stuck. Every girl is currently limited by hobby speed towards the end.
@bf842903, yes the stone is visually glitched, but you cannot equip it to the hand. The game is also glitched so that if you remove something from a equip slot to a occupied spot in your inventory, it will swap the two even if it doesn't fit. You can "equip" the coin and phylactery the same way. But if you equip the stone on anything but the Head slot, you WON'T get the bonuses, so you can't actually use the stone (or the hat) in place of the chicken axe.
This has the makings of a good idle game that isn't entirely dependent on reset-heavy progress... but it updates so, so slow. The first SkillQuest was abandoned with flaws unfixed, and most players who played back then have broken their saves by upgrading "too far." It was abandoned for this "sequel," which has maybe an hour's worth of content if you play optimally, and several things still glitched or lost from the old game (where are synergy and skill upgrades?). I get that you added all this potential with inventory, equips, etc., but you pushed your game back to an unplayable alpha. These expansions should have been separate remodels - this game was [and is STILL] not ready for release.
It's an interesting concept and Pro is okay, but both modes are kinda ruined once you realize that you just have to make all the straight lines point AT yourself, the screen. The straight lines are the filler - the goal is just to remove them by lining it up with the screen. This turns Classic from a puzzle game to a tedious spinner. Pro is a little better because you're working in 3D, but the same logical flaw applies. Still it was very pretty and detailed, so good work - just needs a bit more.
I don't think you understood my bug report correctly. It wasn't about stacking at all. Right now I have 187 Orbs. The Orb bonus is normally 5%, and I have two stone tablets that increase it by 1% and 1.5%. So 187 x (5+1+1.5)% = 1402.5% bonus from my orbs. However, when I hover over the white orbs, it says "187 Orbs, 7.5% Per Orb, Total 1496%" which is mathematically wrong. 1496 / 187 = 8%, not 7.5%. Now, this could just be a rounding error, and maybe just a visual glitch, or it could be factoring in the wrong percentage. Either way, it should be fixed. Here's an image, for further proof: http://imgur.com/SGIH0sA
Bug: Something's wrong with my White Orb bonus. I've time warped 3 times and have 61 orbs. I have a Stone Tablet (uncommon) to add 1.5% to the bonus. Yet while it SAYS 61 orbs at 6.5% each, I'm apparently getting 427% bonus. Which factors out to be 61 orbs at 7% each, not 6.5%. I dunno if it's calculating with 6.5 or 7 (whether it's a mathematical or visual glitch), but I figured I'd report it anyway.
Some more feedback: 1) It would be really nice to see what treasures I already have before selecting each one. 2) An explanation about treasures would be helpful. Rarity, stacking, differences between chests, etc. 3) I'd personally like it if the Hell buildings were stretched out more. "25 gems at 48 hours for +100% bonus" could be better as two upgrades: "10gem/20hour/+40%" and "+15gem/28hour/+60%" This way we get SOME benefit while we wait, instead of seeing nothing for two whole days.
So, one last side comment before I give my final feedback tomorrow (after I grind more): Ads are a pretty big hassle at the moment. I haven't encountered the 10 minute one, but I did hit one that looped me forever because I couldn't get to the end (it told me to skip the options after the video, and would loop whenever I clicked skip), and often I get ad videos ON TOP OF the actual ad video I need to watch (ad-ception much?). The ads pause your clicks and DPS, but not the boss timers or anything else, so I effectively lose out a bit whenever I watch them. But the game seems super-dependent on them at the moment: they are the only good way to get diamonds, chests, and they can double your profits. As it is right now, I'd say your game is really ad-focused, and I'm not sure if that's good to do.
Just started, so these impressions might be premature - The guys screaming gets pretty old pretty quickly. It's the same long monotone for almost every building, and it even goes through the second area. Also, clicking is far more powerful than DPS, it's barely worth it to buy any DPS upgrades in the beginning. Just my first thoughts, I'll comment more as I play through :)
I could already tell there was something wrong when I had to sit on the first enemy for half an hour just to start turning a profit. The first kill takes 5 minutes of nearly non-stop clicking, too. There needs to be a much better initial curve up - no player likes a 0 progress game in the beginning.
I agree with Viper about the rage issue. Autoclicking with 10x Clicker at +6 rage SHOULD take 25 seconds to reach 1500 (60*25=1500), but it takes closer to 27sec. Meanwhile, to drain 1500 rage at 60 per second takes about 25.5sec. The drain is more accurate, but that just means at even rates our rage decreases. You should try to make these more even, or at least the clicking part more than the drain by a tiny margin.