Hi Brilliand,
Thanks for your positive and constructive comment! We appreciate it!
As for the power bar behaviour, i will ensure that we have a look into that and hopefully get that solved!
Thanks,
~Rhys
In fact, I'd say buying 10 of the top one is a better purchase than buying 10 of the second-lowest (for the same price), because you get the double income immediately instead of having to wait for it to trickle.
The waterworld still has a rather strange relationship with water. While it is the best producer of water now, it still produces less than it can use... and it's the only planet that uses water, so I'm still sending shipments of water to the planet of water.
Buildings shouldn't consume when they don't produce - I have two thermal plants, with enough fuel producers to power 2/3 of them, and I never get any energy unless I disable the thermal plants for a while to let fuel build up.
I captured the enemy Stone using Target. I didn't win (it acted like an ordinary capture), and the AI did nothing until it timed out. This timeout didn't cause me to win, though - I had to concede and start over.
Stargate and medals do nothing, and what the Attack button does isn't obvious. Click Shop first, it's the only screen that shows your current money total (then click Attack and watch it go up).
The levelup system is too restrictive... it feels like it should be possible to do a long run and gain many levels by accumulating many points at once, but as far as I can tell it works like reincarnation in Realm Grinder: When you can level up, you have (almost) nothing to gain by delaying it. Having an actual debate as to whether long runs or short runs are better would be nice.
The debate would be interesting for me. I don't know if you have played Alchemy Idle Clicker as well. There were no points, the game just was reset regardless if you had 10 orders of magnitude more than needed. In other words you completely lost all the additional efforts. I added this point system to avoid punishing people who aren't playing actively, but use the offline progress for example. So for me it was more about being flexible about how players play the game.
Hi Brilliand, Thanks for your positive and constructive comment! We appreciate it! As for the power bar behaviour, i will ensure that we have a look into that and hopefully get that solved! Thanks, ~Rhys