It's a very good looking game but the hitboxes are too small for this to be much fun. If I could upgrade my click size or the gameplay was partitioned out some other way like through levels or something that ramped up over time instead of instantly being thrown in the deep end, it would be much more enjoyable. As is, I'm gonna have to give this a miss, sorry.
Thank you for the feedback. I have increased the sizes of the hit boxes and an achievement change is coming that will increase it further. I like the idea of making it a more level by level game with different colonies to defend. Perhaps in the future.
needs a reset button! I want to try a run where I don't even graduate primary school so Joe can't either and just play stocks for the cash needed to invest properly. Also I wish that tax notifications wouldn't show up if you owed no taxes that month.
A note on rare items: There's a math thing that impacts your attempt to prevent massive farming of them. It's, ah, not really possible to actually counter it unless you do some kind of shenanigans. The math is that while every individual farm on a planet has a .2% chance of getting a rare per tick, the chance that at least one of the 25 that fill a 5x5 planet gets a rare per tick is actually ~4.9%. A 10x10 planet full of farms has an ~18.1% chance of producing at least one rare per tick. Sooooo it's not so much prevented as inconvenient to farm them in spades.
Another note: using speed-ups on science buildings makes them generate extra science, which means if you overclock them, upgrade them, then speed up the upgrades you can score a lot of science faster.
There's some odd behavior when you press enter at the confirmation for selling energy balls - it seems like not only do you sell all balls from the spot you select onwards (a nice unintentional feature) but it also seems to try to sell gems as well (but fails, meaning you get no cash for them and they disappear which is much less nice).
You're playing an outdated version perhaps. The newest version does not give any confirmation when converting energy balls. Maybe I forgot to upload it, but v1.23 definitively has it!
I was drowning in energy balls even before changing interval settings, and they give whopping amounts of energy. I'm not too impressed with gems by comparison, they either need a boost or balls need some nerfing because I have a serious cashflow problem and millions of unused energy units.
Auto selling does not actually sell all the items but the game probably thinks it does which leaves the player with a bad item they can't get rid of. Please please please fix this as it's worse than useless right now!
I didn't see the horizontal scroll bar, so thanks. However I do wonder if the stats for how many jellies things like the well or fountain made are supposed to be per game or all-time because it seems like it's the former for the factory and the latter for the fountain.
I think your upgrades graphic is broken. Only part of the windmill upgrade shows and it looks like there are more rooms to upgrade as well. You might want to fix it so that it either actually does horizontally scroll or make it so the whole graphic displays at once.
I bought the level 1 talents but the game won't let buy the level 2 talents for money or experience. Also there's no graphical acknowledgement of my having bought both upgrades in the talent page.
Equi4: PP is Power Pill count and PMB is Planet Multiplier Bonus (each power pill is worth .1 for the multiplier, and PMB increases by 1 every time you buy a bigger planet). TSM is Total Speed Multiplier. The click symbols give a temporary bonus of adding 5% of the Total Speed Multiplier to your speed, so if you had say 20 for your TSM every click would add 1 m/s to your current speed in addition to whatever you would normally add to it through clicks. I'd guess satellites increase the chance of special drops. As for what the power pill or pointless laps multiplier actually DO, that isn't very clear to me either.
Having investigated further, there doesn't seem to be an unsigned limit to the angel investors as I suspected - it may well be just that the game has no idea how to handle displaying cash on hand that goes into the sextillions/septillions and crashes as a result instead. Also the crash can be fixed by setting your computer's date back to normal and then closing and reloading the tab.
A warning if you use the time and date setting cheat (normal users will PROBABLY not encounter this unless they leave the game completely untouched for a month or so with 1500+ angel investors) - I believe there's an unsigned integer limit that, if passed, causes the game to crash on load (probably until you clear the game's tracking cookie manually). Generally these are like 2^16 or so which is pretty big but definitely not unattainable, especially when the game assumes you've been getting trillions of dollars every 9 minutes or so for a few weeks!
final trip report - only coal and copper ores must have been tested to ensure they sold properly, because they're the only ones that do. no other ore will disappear and you can press space twice and click once for all the money you could ever want even if all you can get beyond copper is tin and iron.
I don't understand why I can't sell tin. I might be getting store credit for it anyway but the amount I'm carrying never drops to 0 like it does for coal and copper.
Thank you for the feedback. I have increased the sizes of the hit boxes and an achievement change is coming that will increase it further. I like the idea of making it a more level by level game with different colonies to defend. Perhaps in the future.