In the valentines event you can keep the gaps between the different amplifiers relatively small combine that with a 32e3 initial size modi for ballons and you are constantly getting ballons that bring you significantly ahead.
Working back up after a reset is too annoying... The idle multi is quite nice btw if you raise it to a few hundred and enough hours. Significant progression over night and even after being away a single hour you are a bit further, two orders of magnitude are nice. Nothing against active play with bubbles of course but it shouldn't be
We'll address issue of long runs after reset in the next update, by adding meta-upgrade with passive energy generation (like, at 1st level it will give about 1e81/sec energy). This will make it possible to quickly buy tubes / improve several times / buy upgrades after reset. The upgrade will be available later in the game though, so first resets will still work as now.
Though granted you can replace synergy with another stack of talented, well it give a bit more than a single stack but to replace the breeding one you need a bit more than two stacks, to replace tripple scouting you need quite a few stacks and you can't directly replace the ability doubling. So compared with mutations it isn't the strongest but it is the only one I really notice when playing with the others I mainly pick them up for mp and to get closer to devolution of course.
Compared with synergy the other evolution buffs are pathetic. Scout stuff kinda is a nice bonus but I usually just occasionally clear tiles and let the general scout in the background the real limit in map exploration is strength and synergy clearly wins in that respect . But super powered? Sugar rush*2 is clearly dwarved by synergy bootcamp well xp has diminishing returns so not twice as good. Woohoo juice is nice though and I guess hearth burn might help, never used it, but with the happiness penality spamming spells via mass sacrifice is clearly limited. And the last one gives 25% breeding speed which is nice for time warp but in active play isn't it weaker than the woohoo juice bonus from super powered? (If you play long enough breeding boni should outpace synergy of course, but that takes quite a while. Also I guess super powered should also boost potions? never tried it.)
Kinda fun , but when you have a one color one at the start of 9 you spend longer waiting for the first mutation than it takes to fill the museum once you have it. Also later on you get new ones so fast that it gets annoying if you want a specific one with few mutations because it is constantly moving and you have to get it before it fills up and higher ones replace it.
The inventory system makes it a tad shitty as an idle game, yet it is clearly one. Just add multiple pages, allow limiting to one or two of each type (the highest of course)/ or allow them to stack in one slot somehow.
The combination system is not horrible op like in the first one, which would normally be a plus but I think that was what made the first one entertaining, although only briefly
Btw if you wanted to you could fill you whole inventory with soul bounds before increasing the reinc counter and then fusing them all to you equip giving you one extra combination per inventory slot each time. Of course there is little reason to invest that much effort into breaking the game since there isn't really a clear progress indicator, just how deep you can go in boss rush/dragon and you probably won't even be watching when your heroes finally die after a long run .
That soulbound items get unequped when resetting is annoying since it is non trivial to identify which character they belong to. I suppose I could just choose one type of trinket per hero to mark them but that would waste a combination for looks.
You could just trigger it on skill point reset, but yeah I would prefer a confirmation message, though of course you just have to remember to not to switch to anything else.
Somewhere a few maps in I reached a point where I could beat all hard mode waves, now I barely manage the first 20. Point is since this game gets grindy later you might want to do some complete hard mode runs when you reach that point just because it is an easy way to get cards.
The healers are a tad overpowered you basically have to burst them down because otherwise they will have full health after three seconds, if they actually just healed 10% it would me much more manageable. This way they are basically tanks
Meta stronger.