terrible UI, battle doesn't seem to start, no progress, pressed surrender cos it says "no losses" but now i can't search for new whatevers cos i don't own a whatever. quitting.
every planetary trade should come with at least 1 remove building. it's beyond annoying to end up with too many steel factories because of some random upgrade that went 1000% instead of 25%.
good old arcade game... the +1 for beating tesla is such a subtle AND tiny effect that it almost doesn't matter. it adds 1 wave to each run before tesla shows up, so instead of 127 waves remaining, u get 128 remaining. that's still a HUGE grind if you wish to complete all upgrades... because the wave rewards don't scale up AT ALL... you literally HAVE to risk carpal tunnel and grab more coins per run to get more upgrade points.
the backgrounds are terrible... you went from blue, which was dark and had good contrast with the projectiles, to red/pink, which irritates the eye, to lime green, which hides all green enemies AND is too bright to contrast with projectiles. why?? also, the yellow "loot" flying towards you looks too similar to the yellow enemies which ALSO charge at you.
this is a simple one... now that i'm farming expeditions, i would like to have all the lower items at max prod - selectively to fit each expedition ofc. unfortunately, i can't control high productions without downgrading them to zero; which is an annoying hassle.
e.g.: if expedition #1 requires copper ingots, then exped#2 req bronze ingots, i can't simply switch off copper ingots to focus on bronze ingots; i have to downgrade it if i want more ore into bronze.
basically, there should be an ON/OFF TOGGLE to control production of each item. so if i like to stock up precursors in idle before setting up click bonus + vendor bonus for some selling, i can simply OFF my end-product without having to downgrade it and re-upgrade later.
just a suggestion... why not show the 'change/cycle' and 'stock' numbers on the icons in the workshop? that way you can tell immediately which ones have how much overflow/undersupply and which ones have generated huge stocks already.
Thanks for the suggestion. I try to avoid to clutter up everything with numbers. The arrows should indicate shortages already. Additionally there are special cases when for example vendors are present. I might show something like this in a stats screen, but this isn't prioritized very high currently.
is the sandbox placement area even necessary? most of us just end up annoyed bcos we can't line up the icons. it doesn't affect gameplay at all.
you could clean up the entire UI by getting rid of the placement area. just arrange all herbs logically/hierarchically, then unlock them when they're up, put buy/sell buttons for each icon, and still allow clicking portrait to speed up. then, have a separate popup for summary.
some things are just not clear. especially the entire talents section. why are they coloured in that way? crystals are also extremely misleading, while their stats also seem quite imbalanced: rubies give 1% per level, while sapphires only give 0.1% per level.
Thanks for the feedback. I have to do some tests first, but I think it should be possible to add such a toggle.