All of your idle games suck. Sorry to be blunt, but why don't you playtest this stuff longer than 15 minutes? My money worker doubles his production with every upgrade, but the cost of the upgrade increases by less than double each upgrade. That means very quickly you are producing ass loads of money. Example: my worker currently makes 1.7QU like once every tenth of a second. For 717B I can double production. 717B is a tiny little speck compared to 1.7QU.
@ken030988, The problem is the message you get before the battle. It is confusing telling someone they have a global alliance and don't need to ally with the sheep anymore, then put them in a game where the rules are unchanged from the default settings. I would recommend the dev to tweak that one a bit, since it comes early in the game when people are still learning. But like I just said, very cool game.
Also it said I don't have to propose alliances with the Sheep anymore, but I do still have to if I want them to help me. That game feature doesn't seem to be described correctly.
I've read some of the comments and, if I understand correctly, I have to buy enough force upgrades to make 0.25 cu before I get anything out of trading. So I have to buy 250 force buildings before they do *anything*, then all the sudden they give me some kind of bonus. Is that right? If so, that is crazy game design. There should be a sliding scale where you gradually get benefit and then a bonus upon hitting 100%.
Wealth gives you an incremental and immediate benefit. Science gives you immediate benefits upon discovery. Relationships are more quantized. You need to build up a certain potential before a relationship shifts from one state to another. That said, I'm open to considering that the force projecting units are too expensive for what you get.
At what point will I start making wealth off of trade? I've invested a fair amount of wealth into availability and force, but so far they've not produced anything helpful.
I feel like there is a cool game here, but it's so slow for me to get started. Been playing an hour and I still have barely started producing stuff other than wealth. From the other comments it sounds like this is the result of the latest update. Consider lowering the multiples for next tiers of upgrades - each gives x10 production and costs x50. Einstein said that compound interest is the eight wonder of the world...
Some of the upgrades don't seem to be balanced very well. Why would I spend 1 million fame to get an underground team that produces +1 fame per second? I'm sure it gets better later after further upgrades, but I have no reason to even check if the base model takes almost two weeks to pay for itself. Another example: Hord Mocus costs 2.33Qa cash and produces 9M/s cash per second. Any idea how long it takes to get to 2.33Qa at 9M/s? Cars are worth buying for the fame boost, but the cash production is completely meaningless after the first couple cars.
It's a great game though. Lots of neat elements that I haven't seen before. Also, if you have to have an ending in a game like this, it is really nice to see multiple endings for repeat playthroughs. That sort of thing really shows a dev who actually thinks about the players' experience in their game.
Calling this an idle game is quite a stretch. I find myself clicking constantly just trying to keep up with all my tasks and if you leave the game afk it will just pause a minute later when a bad guy attacks you. Time management is not the same thing as idle.
I don't understand why the dev made so many dumb mistakes here. You've got a game with crazy slow pacing, with features that won't be accessible to most players until they've spent days playing, and no explanation that this is the case. Nothing really interesting in the game to keep the players engaged. Research points only improve the production of research points, not ore production, so there is a lot less sense of progression between prestige resets. Plus the research upgrades cost moronically large amounts of research, so again you have to play for days before you can access them. It doesn't matter if your game is fun on the 5th day someone plays it if it isn't fun for the first 4 days before that.
It's literally like 2 minutes total, and most of that is tutorial. I realize for most people who play these types of games, it is fairly intuitive, but I had to have a tutorial for the people who are not used to playing incremental games. Also, I have bad news, but there are technically going to be more of these story line type events. The upside is, you can click through them really fast if you want :D
It seems like when the checkpoints go away, they really do go away. I thought it was just a graphics thing, but your income actually drops. Is that intentional?
Yes, and no...it is currently implemented that way, but I will be replacing that system very soon, with a far more consistent mechanic. Thanks for the feedback :D
Sorry :)