Highest damageable object usually still takes way too much hits for the upgrade to be worth it. It provides benefit in the extremely tiny window of time, making it very impractical for leaving permanently
Amazing game, loved it, loved the first part, loved everything! Reminds me of an old Microsoft title "Pandora's Box", which had this as one of it's puzzle types.
Adding to other comments, each difficulty level needs it's own set of levels because of 2 reasons: 1) There are different pictures that are easier and harder than others 2) It is not very fun to play the picture twice, and most people when see several difficulty levels prefer to play all of them.
Awesome game, definitely waiting for much more content. Currently, all of the upgrades can be unlocked after 3 days of play, with infrequent "buy max" presses.
I don't fully understand the add brush upgrade description. From what it says, it looks like second works at 0.5 efficiency, third at 0.25 and fourth at 0.125. Summing up and dividing, we get that upgrade 1 should give +50% increase, upgrade 2 -- 16.7% and upgrade 3 -- 7.2%. Instead, I am getting +67%, +30% and +18.5%. I guess there is some error with tooltips
Could anybody please explain why Lap speed mult. is considered more precious than BMpL? As far as I can tell, they both do pretty much absolutely the same in terms of multiplying your production, the only thing is that lap speed multiplies your damage also, but it is kind of not much, since damage can be scaled proportionaly...
It would be nice and logical to return gems spent in the upgrade shop back to player after the event ends, or at least put them into some "pool" frmo where you can spend them on future events. Right now I can't imagine anyone spending gems on the event which will be gone forever - it would be more rational to spend them on upgrades to the main game
Why would you ever want to ascend the first revolver past 2-3 times? It takes ages to recover the total lap/sec bonus you get from fully upgraded revolver.
Would be nice to have +/- buttons modify by x5/x10/x50 and so on (like in many-many other idlies), since I frequently change my engineering level to match my research, and when you have many, it becomes somewhat tedious. Another idea would be to modify multiplicative, not additive, since I don't really care for precise amount, I want it just to be noticeably less than current
Wold be nice to see increase in production after buying N upgrades not only in absolute value, but also in relative, for example "Ampl. 3 1.3 QaSt x26M" instead of "Ampl. 3 1.3 QaSt +36.0 SxSt" when buying 100 upgrades. Would really help deciding if it is worthy to exit idle mode early.
We actually think that it's more informative to see "final" amplifier value (when in "energy" display mode) to be able to compare the numbers directly, multipliers still don't give enough comparative information. We're thinking to add an option to choose between + and -> (result after upgrade), but we'll see.
Yes!