Something is weird with ticks and time - I've automated ascensions (managed to cut time down to ~50s each - finishing C10 immediately on the first challenge sweep). I'm experimenting with adding Corruptions to that to improve Cubes/sec, but Corruption3 (ticks are 3x slower) is behaving very inconsistently: the first few runs were the same 50s as normal, then one was 100s (two challenge sweeps), then another one a bit later was 140s (3 challenge sweeps) - even though I let everything run automatically, so they should've ended up the same.
In addition, after turning the corruption off now my normal runs are also inconsistent, the first one took 127s, the second 68s, the third one again 139s, these are quite far away from the already established 50s. Refreshing the window solved this issue, but the inconsistency is a big problem.
I'm really dislike the 3rd Mythos upgrade (1% compounding production bonus / transcension). With about e13 worth of Mythos upgrades I can Transcend once about every two seconds by setting autotranscend to 0 seconds and spamming the A-M keys to buy a batch of buildings not available to autobuy yet. This strategy is way too efficient compared to how unfun it is.
Either make the autobuy those two easier (5 challenge completions isn't looking easy at this point and this tactic also makes those challenges easier), or replace it with something more reasonable (maybe just a bonus based on total time spent playing, with the same compounding bonus).
The different number of enemies makes the difficulty (and progression speed) extremely variable. Facing off against a single enemy that kills your tank in one hit and clears the rest one-by-one is a lot more difficult than facing off against 6 smaller enemies, having your armor be effective 6 times per turn instead of just once, and being able to remove 1/6th of the enemy damage output by killing one of them.
I feel like progression is mostly based on "okay, you have enough levels for this floor, now keep trying until you get the 6-enemy setup that can be beaten".
There's also way too little player input needed - even if I checked back every hour or so I might prestige, buy a stat upgrade and go back to idling - and this is after an overnight and about 4-6 hours of active play (total 8 prestiges, F20 is highest). Of course the game isn't very old yet, but I feel like I have already figured out the best strategy, and the gameplay didn't change up anything to keep me interested.
Auto-battling looks problematic. I haven't been doing any manual battles for a while now, and with auto-battles at min 100% and auto-reinforcement on I've had at least 2 ship-building jobs in queue on multiple occasions - so it appears that after a battle with some losses my fleet auto-battles a second time, taking even more losses and queuing up repair tasks.
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Also it feels like that if I modify something (like increase max speed), learn a little, then remove the modification, then the bikes will still use the higher-speed information, even though it performs worse than what they had already learned for a low-speed one. Maybe storing a "best performing state" for each control and speed point-distribution could solve this, but then they wouldn't use at all what they had learned at higher speeds, so I don't really know what could be used here. (The practical solution would be teaching each setting independently, but that's not really feasible for this game.)
It'd be nice if there was a "end current race button", that takes the best bike right now and uses that for the next race - it's a bit annoying when I have one single bike that can suddenly take a turn and go from half lap to 3 laps straight, while I could have 30 bikes with more of them making the same 3-lap tour, earning a lot more money.
This could be solved by making only the best bike's result give money, instead of all of them (of course higher rewards) - that would also solve the problem that Population size is straight-up the best money-making upgrade once you can complete laps.
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^Adding to the previous comment (since I can't edit it): after finishing the game I see that on the level select screen there is a mute button, but it'd be nice to have that while on a level, especially since it's possible to get to the end of the game without ever seeing the level select screen (and as such miss the mute button completely).
The game is fun, but a bit too easy (15 minutes from start to 3-star all 50 levels). It'd be nice if there was a "target" color on some levels that added a 4th start if you ended up with only that color remaining (and of course that color shouldn't be the trivial solution).
I'd like to be able to mute / lower the volume of the "level complete" sound.
Why do you (and others too) use ZXC as ability keys? That messes with both AZERTY and QWERTZ keyboard users, QWE at least keeps it the same for QWERTZ, something like CVB, SDF or JKL would be the same for everyone....
After a while I couldn't look on the stars (at least no focus my eyes on them) due to the constant rotation. After finishing the game the screen started to move oO
This game is far too random for my taste. First, penguins randomly hit or miss turtles. The AI for getting the nearest attackable turtle while avoiding obstacle seems to be flawed/missing.
Hmm, the minister is politically corrupt, but has an airtight alibi. I guess it's just a joke from the RNG, but it's better to keep our eyes open now :)