The path of an Alchemist, the path of a Necromancer, the path of a Druid, the path of a Fire Mage, the path of a jack of all trades. I think it's interesting to contextualize these fantasies with their experiences and priorities at early game, mid game, late game. What does a neophyte that seeks to become a necromancer do? What is different between that and someone just trying to accrue assets?
If there's a soft reset mechanic to explore other paths, I don't think it should be the standard "more gems = +x% more quantity". It's more work, but I think unlocking talents that you have a limited cap to choosing at reset would be interesting. Like a fallout trait system or something. Where you go through the whole tech path to get like an achievement, and perhaps there could be some generic ones. I don't think the whole mass reincarnation gameplay fits. Cool and interesting game to think about, hope there are many iterations to come.
I wanted to see an ending where, either after seeing all the endings or specifically the gong ending, there is another ending for striking the gong a second time. I'm pretty disappointed, seems either an attempt to ridicule virtue or just go for shock value. 3/5 stars, entertaining for a little although I don't think I'll take anything away from it or remember it later.
It would be good if we could tell synergies by the skill button glowing a color. For example, if you hover over fishing, healing and summoning would glow green (if you have it locally) because fishing boosts those skills, and healing would also glow yellow or something to indicate healing gives a boost to fishing.
Seems cool but very unpolished and unfocused. Some of the upgrades are redundant, you could only get them at the point where you've already moved on to the next tier. Seems like there's a lot of flab that could be cut out aside from the upgrades as well. I'd like to see Reactor Incremental 2 reworked from the paper up.
cash production is broken. it scales obscenely well just as a formula contrasted to the other paltry additions to "multipliers" that take absurd amount of research point investments. each successive upgrade to "multipliers" diminishes, for example multibarrels goes from 100% to 50% to 33%, whereas the income is always going to increase by 95%. Buying a cash production upgrade will pay for itself in 270 seconds... a "multiplier" upgrade will pay for itself in 1000 seconds if we're being generous and wrong.
If you didn't know, you can disable songs in the Options menu (click the panel next to the green 'Play' triangle). Adding a chance per song setting would squish the Options menu more than I'd like right now, but I'll keep the idea in mind.
Mechanics that would probably be explained if there was a tutorial; 1 when next to his teacher, whether or not the teacher or Leonardo is sleeping, occasionally the teacher will pass on some knowledge to help Leonardo level up, up to the teacher's skill level. 2, when working on a painting simultaneously, the blue paint smears are the skill contributions. When a yellow one appears, its because the speed of both pupil and teacher aligned on the same painting at the same time for bonus contribution. 3, the Buy button is not to buy the buy the game, it's to get upgrades.
I've often finished a level only to panic and think if I made a mistake, to look back to the first circle and realize that I didn't put one number in. Maybe an indicator of remaining squares that need inputs? Glowing square background, glows more the fewer that remain?
If you didn't know, you can disable songs in the Options menu (click the panel next to the green 'Play' triangle). Adding a chance per song setting would squish the Options menu more than I'd like right now, but I'll keep the idea in mind.