Tutorial is a bit annoying how it prevents you from "using what you learned" as you go through it (ie: You make a number of flights where you cant maximize your earnings because youre not allowed to click anything outside of the predesignated areas).
I know your name from somewhere I just can not remember where. I am going to try and add this feature with the next patch. Gold Per sec. Monster level Jumps. Export/import.
I am conflicted about the newest update, the ability to change ones hero. In one hand, I view the ability to change heroes as fundamental for a game of this type. In the other hand, I feel like it was implemented in a way that screams "cash grab". To elaborate on this a little bit, we must first recollect that we are more or less "forced" to pick a hero at the start of the game before we know anything. Later on, should we realize that we picked the wrong hero (as the heros are very unbalanced), we have to either deal with it or whip out the wallet. The 500k gold option is a trollish joke at best. The 30 crystal option is potentially game breaking during raids. The 100 cost option is the only one that allows you to maintain all that you have worked for (including unequippable items placed into the hero such as Relics or Stones -- both of which are finite resources unless you $cash$). UC’s being bundled in are also undesirable, I’d prefer a lower cost.
BP calculation is way off. Theres no way that I should have more BP at 75 (with half of my cards being ~68) than a level 99 (that isn't using a leveling team). His cards consisted of many commons, but I couldnt even scratch them. Level should have the largest factor in determining BP.
May be a good idea to change the names of the new Ice & Gas ores. They seem to be fairly trollish for the most part, which isn't a bad thing, however doesn't fit with the theme and style of the rest of the game.
Goodjob on the update, lots of changes were made that were requested, so major thumbs up on that. One more suggestion I have for you to consider: Remove the Processing Plant. Since there is no "time" required to process ores (just reprocess all & 1 click), ores can just auto-reprocess. This would free up a tab which I imagine will be important for future updates and the like. Only downside is beginning of the game, if youre saving a few ores until your next reprocessing upgrade finishes, though I believe that this usecase is fairly small as is the benefit.
Removing the Gold cost / cost-to-levelup for the tech center would probably be a good idea. Seems many get stumped by it (the way it is done is rather obscure) and it really doesnt seem to serve any purpose - the cost of upgrading it is so low that if you have the resources required for the next level of something, then you can get more than enough gold (you just have to go through the hassle of selling off some stuff). Same thing for the 2nd mining bar -- In my opinion, would make more sense to give it to us seamlessly upon reaching a certain level (say, 20?)
AITG is the king of Idle games in my opinion. That being said, its likely had the longest development that I know of for an idle game. Tis novel indeed. AC is novel as well, in a different fashion. Previously, there have not been highly successful Unity Idle games (Flash: AITG, Html/Js: Cookie Clicker). AC is sleek, well balanced, and more addicting than most idles are - there is a reason why it is an extremely trending game right now, and no, their impressive dev involvement is not the reason (it is, however, A reason why people that enjoy the game stick around -- Ive seen many games with very involved devs not enjoy nearly as much success simply because the base/game was not nearly as good/polished).
I would personally like to see the Pump removed entirely. In place of it, dramatically increase the rate of mining. Adventure Capitalist is a novel Idle game currently for a few reasons. 1) Its interface is very intuitive and easy to comprehend and utilize. 2) There is no manual "click this" item. How much you earn is set based on your decisions and it proceeds at a good pace so that the player does not feel the "need" to use an auto-clicker or destroy their mouse/finger.
Would like a permanent item that I can invest into in the later game that reduces build time (& cost?) of technology. Wouldnt be useful for that run-through, of course, would just make later run-throughs smoother. I figure, after I've done the sit and wait thing a few times, I shouldn't have to wait quite as long (Yes, money can speed it up, by selling needed resources, but even that is annoying and somewhat of a clunky system).
That must be it. Your name is so familiar haha.