floor 24 demon guard's attack isn't reset when you die. After dieing a few times, it starts to become so large that it wraps around and becomes negative.
The endgame is all about darkness/nature in order to kill, and block/absorb/hp/damage% to stay alive (interest and resource% to be able to afford everything else). That will let you advance to arbitrarily high waves until you run out of memory and the game crashes. Don't get electricity, there is a bug that will kill you.
let offense%, defense% and utility% go to >100%, with such odds being chances for multiple skillups. Still need a x100 buy option. The critical multiplier seems to be wrong? x2 is really x3?
Make killing the last enemy spawned in a wave count as clearing the wave for purposes of gem/wave. Then you can remove the limit on skipping, which would be nice for people with absorb/reflect/nova/block/regen/lifesteal/nature.
Needs +25 and +100 buy options. (Holding the button down to buy lots at a time would also work.) Also needs auto-skip feature for when no enemies left alive. Finally, the memory leak per level should be fixed or mitigated; at high quality I "die" at around level 250 due to OOM. Low quality is more like level 500.
after upgrading all attack options, i kill everything off screen...and somehow take damage. Is bouncing bullets with high radius able to hit oneself? Are air-hit enemies able to be knocked down onto oneself?
It would be nice if extracting all energy balls into energy didn't close the material window, because then a workflow could be: extract all energy, extra all crystal, collect all, repeat.
Allowing further item compression (256 per slot), and perhaps more, seems to make sense given the scale of the game. Particularly since its parent tech serves no purpose and can be upgraded to 10. Capping Heavier materials at 30ish times upgraded (34?) seems arbitrary. Why any cap at all?
CBN autocollect would be even better if it auto-collected items lying on the surface; also nice would be less of a limit on items stacking on the surface. That would promote idle-play rather than anti-idle play.
Definitely need a faster form of combat --ideally fully automatic with just a time delay-- and an "attack all" at each level of hierarchy, as with collect all. Multiple armies at once instead of having to switch out would be much nicer. Probes should be able to either travel, or, there should be a big fat warning placed in their description that they can only explore near the shipyard where they are built. Being able to apply items at higher levels of heirarchy, i.e., without having to drill down, would be awesome. Like, buy 10k speedups, and apply them to an entire cluster. The same thing should work with building new buildings, except that building CBNs should build just 1 (or better yet, 2) in the center of each planet. So I should be able to take a newly conquered galaxy and put ore mines everywhere (with cbns) in like, say, 10 clicks.
Using the goto ship button doesn't reset all the higher level path components, so going up a level takes one up a level w.r.t. where you used to be, rather than one up from where the ships are. Which is inconvenient.
brittany, the samurai, the seer, natalia, ma zhu, athena, and frostleaf if any heroes are ever added after frostleaf, have no upgrades that are useful once you go up to the next damage tier. It would be nice to give each of them some level 100, 125, or 150 upgrade that does dps->click%, crit%, crit damage, dps%, or some other non-obslete thing.
Could you check if this is still possible in the latest version? I have absolutly no idea how to reproduce this issue. :)