Arbitrary soft cap at l20 makes for an unintuitive change in gameplay and progression. A more gradual scaling or a new unlock be it a mechanic or upgrade to go beyond the wall might be more interesting/easier on the easing into the harder/grindier part. Would require harder balancing but that is the bane of idle game programming.
Concept is catchy somehow, simple but fun. Interesting to see where it will go. Keeping my eye/tab on this game. GJ!
The progress bar being the same colour as the button text removes information from the game, why not have it a contrasting colour like white so we can see what our hijacked body is doing?
Thanks for the active developing, great art style. I don't mind not having as much active gameplay (some ppl complain about that), let's me play at my own pace and still make progress. Grinding is fun =)
More meaning full choices for when you check back on the progress is welcome. I think the 1k area's are a good step towards that, having to commit to a build
Frequent stability and saving issues, while export works, an idler that you can't let idle makes for a tedious gaming experience. Never had use the export/import function as much as here and I come back to no progress as the game crashed while idling often (let's restart the missiletoe farm again boys)
While selecting the towers I am not seeing the information I need/want to make decisions. Or several clicks/scrolling is needed to find the info i.e. kills, equipment or it isn't not there at all i.e. unlocked passives, upcoming passive (latter might be kept as a suprise but knowing it might matter for choosing which tower to mile-stone first)
Would nice if you could click on gold with the God Hand to pick it up. Early game the heroes are still slow and take quite a bit of extra time clearing the floors, though looter ring helps ofc.