It feels like this is the base game or similar of an interesting idea but it needs lots of expansion to be fun. Maybe rare cards, the ability to buy new card types or other upgrades, or a whole different system that uses resources generated here. As is it's OK for a few minutes but not more than that.
If you can't keep the game showing the same page of puzzles after doing the daily puzzle can you instead reorder the previous years pages so 2018 is at the front instead of the end and so easier to reach.
There needs to be something to differentiate between squares. Currently with all squares producing at the same rate they may as well be one square that gets a production bonus when a new one is unlocked.
It works more like more squares produce more squares and also unlocks more money, it's true i could have square 1 produce 1 and square 2 produce 2 etc, but i would just have to increase the upgrades cost of the squares, it doesn't really change the game aspect.
The free Generators from the upper right shouldn't count for the purpose of working out how much the next generator will cost that way there is a point to that area after the early game.
While a nice game it was in no way worth a medium badge. There is very little game here, both in length and 'difficulty' if it can even be called that.
What this game needs is some sort of system to let the lower level crafts stay relevant as you progress. I'm still early on and I'm already not bothering to build club, arrows, bow, boots, and leather armor. There needs to be some sort of upgrade so all the production lines give within a few orders of magnitude of the same income so it's worth trying to balance all the production lines.
The 1 attack you have at the start should be affected by shonen power and other bonuses to speed up that first burst after reincarnating.
Getting to 2000xp a second and subsequent time should give more than 1 SP to make up for how much longer it takes, at least 1,2,3 if not a faster progression. As it is the only sane move is to get 1 sp over and over again.
The game wants a collect all option and a buy to the next multiple of 5 / 10 depending on the screen option. Resets take too much clicking when you get into the game.
There should be a split between areas where you can learn a new skill and the areas where you can use the skill. Including having skills being added based on quests. So for example when you make the garden in the mountain pass area it should unlock farming for the area. Or magic only being available after completing the initial quests in the city.
Looks like a good upgrade. I'd like an option to filter already completed achievements, or better the format changed so they are more compact. I'd also like the option to hide the notification about influence upgrades on the data tab for low level items.
I think my assessment at this point would be "much less than the sum of it's parts". While the game initially looked deep and complex and interesting it quickly becomes apparent that in it's current state it's just really shallow and the only thing that matters is wealth and science. The whole expansion into space is just a smokescreen.
It works more like more squares produce more squares and also unlocks more money, it's true i could have square 1 produce 1 and square 2 produce 2 etc, but i would just have to increase the upgrades cost of the squares, it doesn't really change the game aspect.