Very fun card game, with lots of potential to increase depth. The dialog needs work. The story gets through but it seems like it was all run through Google translate. A nice addition would be the ability to edit your deck between games, or a card that eliminates the next card you play from your deck.
I really wish you would either count the things that scientifically qualify as animals as such for purposes of the badge bonus, or, barring that, give us some kind of heads-up, or, at the very least, let us repeat the daily puzzle for a better score. I hate wasting all that potential exp because you don't consider dinosaurs animals.
I don't know that this really qualifies as an idle game with as much clicking as it requires. You can't go through battles via idling. It's an incremental if anything. From the dev's previous games, I expected more. Or, at the very least, the ability to count. Right now it's proof of concept, at best.
Remove coal from the game for more of a streamlined experience if you're not going to make a use for smelting something with it. Having the "smeltery" (which isn't a real word. You're looking for "forge") just sit there is off-putting. Also, having to go back and buy lumber when my yard is past that point is a little awkward. Perhaps have the higher quality lumber equal more than one lumber? For example, have a fir lumber worth 4, oak worth 12, etc. following the same base market value. A way to buy/sell all or sets of 5 or 10 (Maybe a little selection to adjust it in the corner somewhere) would make it a lot easier too.
And very important: The auto-farm has to be instant. No delay between stocking the last item and starting on the next.
Diggers that supposedly don't need sleep anymore are still drinking my coffees. Mega Dynamite seems to do less than normal dynamite. Charging exceedingly higher prices for items is too punishing. Sonar is pointless unless we can actually skip levels to get to the good stuff (which would add a lot to the game in way of benefiting active play over idling.)
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