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Hey there, just a little suggestion: Offline earnings should become a lot more meaning, since its an IDLE game. I personally dont like beeing forced letting the PC on all day (when at work etc). And without that progressing in the game becomes REALLY slow, no matter what you do.
Thanks in advance
Great work with the last patch, implementing some idle mechanics! As I already suggested the bigger mines when advancing to new marks, I got another good idea for idle playing: since the white glove aint an option for idlers any more, just turn the drill as the "idle glove" that dont click, but has a chance to pick up chests. Let it further generate ore/gold per second (let it be 5s ticks at level 1, with each level decreasing like with the glove. And make it cost crystals to level, just to ensure, idlers can spend them, too ;)
The idea is to spread attributes in 2 groups: dex/str for clicking playstyle and intel/agi for idling. Therefore str should get some love, since it isnt good enough: move the 20% gold proc from precission to power from str, which is actually very poor. While precission gets for example a chance to gain 2x (3x etc) stamina which is good for clickers. Therefore agi/intel can actually stay as they are, since they dont benefit a lot from clicking. I hope you understand the idea behind the wall of text ;)
Hello. Thank You for a feedback. It is indeed interesting idea. I was thinking about some buffs for more idle gamestyle. The balance of attributes is noit over yet. I understand that dexterity is the primary attribute right now but I do not want to nerf it. I want to bring other attributes to the dexterity level.
Cheers!
how about making an idle mode, where you get bonus for beeing idle (at maximum stamina load) wich is for example dependend on max stamina (mb 1% overall gold bonus per 10 stam). Will give some idle playing a chance...
Another thing is (to drain some dexterity which is OP in terms of gold gain atm) how about making gold procs (precission/smash) not multiply each other, but add together?
Quite a nice game so far, but still needs some ballance/bug fixing and features.
1. "double sell price" items tripple the price according to indicator but seem not to work, at all (at least I get the original value from selling).
2. Some indicator for total income/s would be good
3. Think about some global research that would last through all sites. That would add a nice effect of getting stronger and not just having more space to build.
4. Perhaps you shouldnt fixate the cost for leaving a site but implement some mechanic that let you grow the next site according to the total income of the current site (which wouldnt force one to leave asapanymore, although thers plenty of space to build left)
That are my thoughts so far, still thinking the game has good potential when further developed properly and continuously updated
The amount of RP gained per CR is way too big at first levels, and get marginal after CR40-50. RP shouldnt generate based on CR at all, because it wont make any sense going further once you get to CR30-40 in the first run after new lab start, because the second run would take 3-5 times that much time for additional 50% RP. Although the dev said, RP generation will rise with higher CR significantly, it doesnt. Suggest to do RP gains based on energy collected since the lab start, PLUS a noticeable bonus per new CR reached, which should have about the same progression as the efforts increase for leveling particles. THEN it really make some sense leveling particles higher than 25-50...imho
RP gain is now exponential (cant tell you now how much xd) that means every time get higher, I think the problem is the curve is too small so at start generates too many RP, balancing games is, by far, the hardest part >.< Ofc I ll keep improving this.
My game is using default browser data saving. I tested it on all up to date browsers, and it worked perfectly fine. Maybe your browser is outdated, idk. You can open browser console, maybe you will see some errors, and if there is one, write to me.