It'd be a nice easy feature to allow you to "store" your fragments and add a button to make new maps. Would make it easier to manage your maps as they'd stop moving around as you were scrapping, and allow you to manage them in bursts, but use them over time to get maps of different levels as you level up.
I felt like if you're going to have Worlds, the game should end with beating World 8, but that's just me. It seems hard to idle given the resource caps and the way the world enemies work, doesn't seem to be ANY resource you can really accumulate from idling, it'd be nice if there was something... The effect is that it feels more like an active game than idle game given the mechanics. Oh and I was getting to the point where I couldn't click fast enough to build traps when I was actively building them, which seems designed to be the core anti-idle component.
The goal is actually to not need to trap at all past world 1. I'm aiming for breeding to be able to handle all of the repopulation as long as you're not spamming fighters too fast. Coordination is scaling too high too quickly right now, but I have it tuned way down on my development version. I'm pushing bug fixes to this version live, but I gotta finish this big update before you'll see any balance changes. The rebalancing is an all or nothing kinda thing.
It'd be nice if there were an option to make idle workstations (smelt, forge) switch over to making the highest quality thing your inventory provides for so that you could safely finish working on older materials while idling.
The pacing seems a bit off for a game of this sort, things seem to snowball very fast. The whole diamond tier seems to mostly buying upgrades practically as fast as you can click.
When it's working, the play is alright, but it's just too broken. The game has a tendency to get touchy, and then you're clipping through the floor and getting caught in infinite loops. Even the color selection scrolling doesn't work properly, certain colors only being accessible in certain directions and other weirdness - maybe some array looping bug. Not worth the reloads.
Dripping Pipe Walkthrough - find the metal plate with three screws, match the three screw directions shown there to the three screws under the golden pistons in the green room, then turn the valve and the dripping pipe should break, leaving an item behind.
Personally i found using radar mode and coming back to the center all the time to be the easiest. Since you know that shapes are only going to spawn in a certain area you can go after them without hesitation when you see an opportunity (and there just seem to be more of them as well.)
Game gets a bit confusing once you get to Mars and the goal suddenly changes. Also there's an unfortunate tipping point in low fuel consumption / fuel pickups/radar where there is suddenly no longer any difficulty at all. Before that point, the game is pretty fun.
This is a good version, you have closers and the food critic, and tossed in a new reward mechanic with the mini-games you can play between rounds, which really helps keep it from being too monotonous. Way to get the most out of your preexisting assets =]
I found it a bit frustrating trying to figure out the code on my own. The idea that a dash wouldn't have any value if placed after a dot never crossed my mind, although the first 2 numbers did kind of indicate position may be important. Perhaps putting a crib in the game would have helped fix that problem.
The goal is actually to not need to trap at all past world 1. I'm aiming for breeding to be able to handle all of the repopulation as long as you're not spamming fighters too fast. Coordination is scaling too high too quickly right now, but I have it tuned way down on my development version. I'm pushing bug fixes to this version live, but I gotta finish this big update before you'll see any balance changes. The rebalancing is an all or nothing kinda thing.