So I figured it out. You have to be standing so that the thing you want to repair is lined up with the back of your head. It doesn't work if you line up the piece you're carrying with the spot for the piece. Dev, I think if you make that less sensitive it will make your players a lot happier.
Man it is really annoying trying to put parts into the motorcycle or lab. I'm holding the part and standing right next to the thing and I hit "e" then it just drops it over and over again. Then randomly sometimes it will stick in and let me do it. Can't figure out what I'm doing wrong... should work a lot more intuitively.
gara_uk needs to chill. I beat every level on the first try, with all but one with 3 diamonds. I really really doubt I'm so damn smart that I picked the one perfect way to play each of those. More likely the game is strategic and not forgiving of mistakes so you need to plan a bit more before you start slapping stuff down. One feature that would be really nice is a way to build while the game is paused so that people can stop and think every round or two. It's definitely true that the upgrades are way too weak, but, again, I beat all the levels on the first try so it seems like it would be way too easy if they were stronger. It would also help weaker players if there were more "spells" like the snare to help make up for your mistakes.
Also... making me click 900 times to activate a bonus is kind of lame. I know idle games are big on breaking people's mouse, but this is getting ridiculous. Does that add to the game experience or is it just an unnecessary hurdle for the player? I think the latter.
Desperately needs tool tips or a tutorial. I see the help button now, but at first I just had no idea what was going on. Also, why would anyone ever want to attack with 1/3 or 2/3 of their troops? Seems like a useless option.
Another suggestion for the prestige: I knew what "prestige" meant, but I had no idea that all the upgrades would cost 50 or 100 exotic particles each. It sucks resetting and getting absolutely no benefit for it. Maybe you shouldn't let people reset unless they've earned enough particles to buy something. Or at least let us see the cost of the first tier of upgrades. Hiding the cost of the upgrades doesn't increase the fun of the game.
My popularity goes way up and down every day. In the morning it will be about 80%, then by the afternoon it shoots down to like 5% then when everyone goes home it goes back up to 80%. I guess it's going down cause a few unhappy people are leaving then it goes back up cause most of my customers are happy. But that seems like a really wonky way of doing it.
Man, I get that you're trying to improve the game, but it's really hard to get into it when your build is ruined every day. Some of it just seems like changes for the sake of making changes. It's definitely different, but not clear that it's actually better each build. Why not sit down and really spend some time on a new build that will make real substantive improvements and not be full of new bugs and exploits?
You have to change your hammer too often. Very quickly you get to a point where you get a new hammer every 5 levels. Just feels like too much of a grind. Might be better if there were more upgrades or achievements so you didn't feel like it was so much repetition so quickly.
Weird gameplay. Tip: save up for the highway, race, race once to earn shit tons of money, buy sports car, do highway more, now you're rich. I made more in my first time on the highway than I had in all my prior races combined. Terrible balance, but maybe that's intentional.
The bank "upgrade" that automatically withdraws the balance down to $1,000 is garbage. The whole point of the bank is to accrue interest on the balance. If you pull my balance down to $1,000, I'll make a fraction of the interest that I would have made with a $10,000 balance. A useful auto function would keep the balance very close to max, so you get maximum return.
Also, the event where you find a new habitable planet, it is supposed to say you found a new planet near to the closest planet. But it checks for the closest planet after it already created the new one, so it just says that it found a new planet near itself. So it's like saying that you found Earth near Earth.
Following on my prior comment, you can't really fix the sorting issue. I was able to put the asteroids at the bottom of the list, so it looked like the issue was fixed. But if you later change the sorting in a way that moves the asteroid back up the list, it remembers the problem so you get a split in the sorting again. Very weird.
When you sort planets, sometimes when planets are destroyed it messes up the list order. For instance, I sorted by Lifeforms. Then I got an event where a planet was destroyed. Now every time I sort planets by Lifeforms (but not by the other things) it is like it is sorting two lists - one list for everything "above" the asteroids from the destroyed planet and one list for everything below it. If you play around with the search functions you can fix it.
That's a really good point. A UI update is on its way. I'll keep this in mind.