Omega upgrade 2x2 appears to be broken (doesn't do anything, just 1.00 still at 5e12 omega) which as far as I can tell pretty much kills your ability to progress at that point.
It's not broken it just doesn't do anything before e18 atm. Other people have mentioned it so I'm going to make it come faster, then just push the next mechanic back a bit, so you hopefully get to finish sim first.
For those who are having trouble assigning specialists, make sure your multi-buy is set to "one phase," buy the center icon first, then you can buy the orbiters. Production bonus is based on total gained specialists so you can feel free to use them as soon as you earn them through prestige without losing their bonus.
It's a decent game, although it starts off a little slow and eats a lot of CPU/GPU. Nothing revolutionary but a solid take on the genre. But I just unlocked "GOPHER" and it's a bunch of timer based missions - absolutely hate those, don't want to feel obligated to check a game whenever a timer is done to start the next mission. So I'm done playing.
The developer completely ripped and reskinned this game from "5 hours to until the update" and has the nerve to call comments pointing this out disingenuous. It's not "inspired by," it's stolen. Doing it for education is no excuse. They made minor changes to a couple achievements and numbers - the last 18 are the exact same as the original. If they changed anything significant, late game wouldn't be identical. It's like when a student copies someone's paper from the internet and changes a few random words to claim it's not plagiarism. If you had actually asked the original developer, maybe they would have given you permission. Otherwise make your own game.
This seems much more than "inspired" by "5 hours to the update," it looks more like you copy/pasted it. The only difference I can see is that you changed the initial two "skill" (called "developers" in the original) to 10, even the achievements are the same. If the original developer gave the okay a reskin is fine, but did you check first? Otherwise this is basically stolen.
I hate to call out a reply as somewhat disingenuous. I get your reply, but it is disingenuous at best if you really believe that's all I did. Even speaking specifically about the achievements, I removed some that I didn't like, added some that fit progression better, etc. You're welcome to think that I only did 2 things, but that's not remotely true. Also, I state this in the Guidance section. I also go so far as to state that this was a learning project. I suggest you open both up side by side, and do an honest comparison before making factually incorrect statements. At any rate, sorry that you feel that way and can't appreciate the work that I did put in.
It's a decent game so far, but the offering system is kind of an annoying and opaque timegate mechanism. In some instances it might be more efficient to afk for 10 minutes and transcend then to actually play the game. Maybe it would be better if instead of prestiges, you just gained small boosts per second to your global offerings for completing certain achievements or challenges, giving you something to work towards, or to make it based on progress instead of time so you can actually "farm" the offerings (though that would take some balancing work).
The floor skip logic is much too aggressive right now. For example, I may one shot enemies on level 32, get taken to level 35 where enemies are 100x+ as strong and not kill a thing. This happens about 50% of runs, and since enemy scaling gets faster I assume the issue gets bigger the further you are.
I know the game encourages the export save, but it's annoying that the regular save - whether done manually or automatically, doesn't work at all for me as soon as I reload the game. (Firefox)
Alternatively, if you don't want to compromise the "purity" of it being entirely exponential, you could make the clicks give a very small exponential increase, substantially reduce the cost of the first couple "lemmas," and reduce the victory condition for the first few as well.
Seems some people are put off by the game's "intentionally look like a math research paper" presentation. If you scroll down and start clicking things, you should be able to figure it out. The only unintuitive thing for some will be that purchases "divide" your total rather than "subtract" from it. Finally, the interplay between the click 1 bonus and "lemma 1" is awkward.
Make the first purchase a normal linear function and the start may not be as boring or awkward. The optimal strategy for the first "experiment", as it stands, it just to click 1000x. Not ideal.
This game is far better than the rating it receives, despite the lack of in game descriptions. But... since it doesn't even save properly (on firefox), and is apparently broken entirely for others, it's probably not going to go much higher.
Compounding gains don't work with offline progress - each generator only receives the progress based on the starting value of the lower generator. This can be done properly with polynomial functions, I'm sure someone could help you figure out the exact functions if needed.
You are right, the amount was calculated incorrectly. It will now give 2 bs for each tower floor exceeding the requirement floor for prestige as stated in prestige description.
Hit some kind of bug, prestiged roundness and the cost didn't update. Clicked it a few more times, it keeps prestiging but costs stays the same (using "Max" setting if that's relevant for bug fixing)
So basically infinite money
"While the game may not be as "Idle" as you'd like, it is certainty more Idle than 99% of video games, so I think the title is suitable."
- You literally progress about 100x faster when active vs idling. Having some idle elements doesn't make an idle game.
But the frustrating part is, the game doesn't have any need to be particularly active. Forcing manual recalls (yes, I know the lantern exists) just punishes the player for not clicking the game every two minutes without providing any interesting gameplay or depth, nor does it provide a feeling of fun or engagement - it's just tedious.
Otherwise, you've got a pretty good start on this game here. But you're going to drive away a ton of potential players. I get it - you don't want players to walk away for 3 hours and come back 1000x stronger. But this isn't a good compromise. Your game would be much more enjoyable if you rethought this. For example, give players 5-10 runs before introducing a penalty, make it upgradeable, etc.
Hey there, thanks for the feedback! No game will be for everyone. A great many people enjoy the game as is, and some do not. I primarily make games that I personally enjoy to play, and if it happens that others enjoy them too, great! What I'm saying is, I don't plan on changing the core balance / mechanics of the game, but I do appreciate your feedback. Cheers! :)
There are many games that copy the Clicker Hero "style" game, but some at least incorporate new ideas and gameplay elements. This game, however, is one of the most shamelessly blatant copies i've ever seen. Even the numerical balance is blatantly ripped number for number from clicker heroes. Some of the only differences are that it lags much more and doesn't work at full speed when minimized.
Interesting start to the game, but definitely needs a little more late game and a way to reduce the tediousness of purchasing (or waiting on components from resting.) The developer said they have plans for more, but I think a lot of people will have moved on from the game if no update comes soon.
Near the end, clicking "yes" does the same as clicking "no", just takes you back to the normal screen. Hopefully resetting through options does the same thing.
It's not broken it just doesn't do anything before e18 atm. Other people have mentioned it so I'm going to make it come faster, then just push the next mechanic back a bit, so you hopefully get to finish sim first.