how about add a mutli-shot option, takes a stat point, divides damage multi number of attacks, this would be best for early levels and lower the chance of overkill. so instead of 5 points in damage making 25 attack it would be 1 in m-s 4 in damage making 2 attacks of 10. could even just make it an option as spreading the damage out is good but slower, as 2x attacks means battles last twice as long.
another problem with the new ai is mutli-heros, when by itself not healing if the attack does more than it can heal makes sense, but when its with another hero then healing for 1000 is better than attacking for 90. its might be healing for less than the attack but with 2 heros you can heal and attack making the heal extend the life of the attacking/tanking hero, instead of doing pointless amount of damage instead.
switching to cheese doesnt seem worth it.... even with more workers , still only getting 2k/s instead of just sauces 7-10k/s.. mainly because just sauce is selling at 600x starting value while cheese sells at 10x starting value so i would need a production time of 3 instead of 20 to get 10k/s, of course this will cost alot to get it down to this let alone 0.1 to get 300k/s but that would propley be costing billions at that point to get small increases.
keeps look glitching, by that i mean when i turn sometimes looking a certain direction cause the view to jump 'back'/'to randomly set point' when everything looks the same the view keeps jumping makes it impossible to tell forward or back.
Thanks for the feedback!
I think that is a problem with FPS's made in Unity and build for Web platforms. After I made this game I saw the glitch and I played some other games and I got the same effect. The only fix that I can think of is to reduce the sensitivity of the mouse.
If I decide to update the game I will look into it. Thank you again!
Cheers!
Fixed it