I'm going to do this mainly by comparing to undefeated spider, because it's the most similar game that I've played.
Pros: I like the upgrades that occur outside of the level, instead of just giving you a ton of resources at the beginning so that you can spam upgrades. I also like the persistent research system (more to research would be nice, but I'm sure that's coming).
The impetus skill is a cool idea, since it provides a possible synergy with attack range, but it seems to weak for the price, atm.
Cons: I would really like to see more complexity added to the builds. Right now the most efficient method (at very least, plenty efficient) seems to be just building pretty much straight damage and speed. Additional attack buffs and debuffs would really add to the replayability. Maybe when you're reworking the defensive abilities, adding something that buffs your attack damage when you take damage? That would allow for high HP builds that still also kill things quickly.
There's a good chance I will keep backwards compatibility for all versions of the game. However, there's an even better chance you're going to want to replay the game several times, because the differing experiences in between playthroughs could be pretty huge.
I started playing this just after the Jan 25 build; it was mildly fun, but got boring after a very short time (for an idle game). Picked it up again to see the new changes, and it may as well be a different game! Much better mechanics with the new upgrades, and much more fun to play. Great job!
This is a really impressively thought out idle game. It has an several different anti-idle mechanics, none of which benefit in any major way from auto clickers and all of which complement one another. There are plenty of ways that you could tweak the game, but they've been mentioned by other people. Keep up the good work!
Great game with a unique reset concept, but resets do tend to get pointless after one or two. I know other people have suggested similar things, but something extra on resets (a more expensive shard weapon, special shard upgrades, achievements, shard only monsters, anything) would go a long way to increasing the game's longevity.
Quick explanation of the angel investor upgrades, from what I can see: 1 trillion angels at 10% (the max atm) gives a multiplier of 100 billion times on all investments (additive with other angels), or an 11x multiplier (multiplicative with angels). This means that the general formula for determining when it is worth it is (x-cost of upgrade)*(new angel %)*(new multiplier)=(x)*(old angel %). Full info and other math will be on the wiki at Wikia.
Common breakpoints: Angel Sacrifice at >= 15000 Angels, Angelic Mutiny at >= 400000 Angels, Angelic Rebellion at >= 500 million Angels, Angelic Selection at >= 1.25 Billion Angels, Divine Intervention at >= 112.5 Billion Angels, and Rapture Contingent at >= 1.1 trillion Angels.
Please upvote if this is useful, and downvote it after patches make it out of date. Feel free to contact me if you find a mistake, but please include specific as well as a corrected formula.
Just a thought for the creator/s: since you're going to have to do so much recoding, maybe work on making an Adventure Capitalist 2, with all the new features that people have been requesting, and some more as surprises? I'm not saying to stop doing updates on this one, but maybe just slow down on the updates so that you can change focus to making a super awesome second in the series.
We've got a few more features before that we want to implement before we're comfortable calling AdCap feature complete. But what you've suggested is our current plan. :)
This game is a unique concept with great execution; I would love to see if become a full length game on Steam. And I love it extra because you played Command and Conquer.
I love this game, lots of potential with some tweaks. Gonna skip things that I've seen other people mention. Death magic could use a better description of how it actually affects the game, since nothing else actually kills enemies. Sometimes when recruitment parties gets to level 29, it won't upgrade to max until it suddenly does (no idea why it does when it does).
Thanks for the feedback, noticed the recruitment party glitch when reprogramming, it was set to opaque out at 10-0.5 second max but warcamp removes 0.25 second, so could take it to 10-.0.25 under the right circumstance and then would only opaque out when warcamp was upgraded again, Fixed in relaunch version :) Will take a fresh look at death magic
Thanks, I have some ideas for adding to it as well!