Righteous Fire requires too much micromanagement for an idle gameYou could probably stand to remove the self damage and either lower the damage to enemies or have it work in bursts, either activating every so often for a given duration or being triggered by something like a critical hit, taking damage or whatever else.
This took a bit to complete the tutorial because some of the options needed to access the next steps aren't very intuitive and/or required a good bit of grinding to achieve. Aside from that sort of thing needing some polish, and maybe better item/resource sorting, not a bad little idle game, makes me hope for more with a few tweaks later on.
Needing to unlock production buildings to even get offline income is a serious bummer. The game is so very, very slow to start out that even reaching the point to get those buildings and upgrades is somewhere between daunting and aggravating. It's already a grindy sort of game, made moreso by gating what most idlers allow right out of the gate.
Is the offline progress bugged? I've been away for several days and it looks like I've made zero offline gains, even after having invested into increased offline progress
So, Autosmithing requires a Follower, who... does the single first step with the ore and you do the rest yourself, denying you a share of XP? Why can't you just autosmith on your own again? Other activities aren't broken down into steps like smithing is, continue until your inventory fills and even though they still require too much micromanagement to call this an idle game, are much closer than smithing which feels quite awkward in comparison.
Robot C. appears to be broken and not displaying the actual number of drones on standby. Just upgraded Computing Units and instead of replacing the 17 million that Robot C. showed, it replaced 55 million, which is nice but it would be good to know how many I actually have.
I feel there's a point where we really need further prestige options for the Robot Factory, such as when it becomes the only reasonable way to keep adding more drones to things but still ends up very slow even with the current prestige abilities.
Snowball needs some sort of fix. It starts so slowly whole levels get cleared before it hits anything and if bricks spawn on top of it then it gets shoved to the lower left corner, still slow, and repeatedly spawned over until it runs out of time. Would help if bricks spawning on top were removed like the Demon Core does, or at least counted as hits to get the Snowball rolling.
A nice clicker game, with just two tweaks I'd ask for. The Cannonball is so expensive it's nearly impossible to keep up enough damage to smash through anything by those levels, and there's a MASSIVE difference between +50% of a level's cash value versus just $50 times the level number, to the point I guess there's a third thing to ask for if we could somehow get back prestige points if spent on things that aren't worth using them?
Endless mode has a slightly rough start as you try to hatch before the first wave, plays well with increasing challenge for about 30 waves and then just hammers you into fleeing your lair over the next few waves. Anything with a ranged attack is going to be an issue for the dragon, especially if they have enough HP to withstand a breath attack because of the recharge time. At some point it's less "really tough" and just "the math says you die here" regardless of your stat growth.
You need to have production buildings unlocked/upgraded to get offline income.