Bit of a stretch to call this an idle game in my honest opinion. Maybe it is, late game. But after several hours of play, I can only call this an active incremental game.
Remove energy capacity (limits), remove the bounce decreasing over time until it reaches your limit, and then you can call this an idle. Would still be more of an incremental than idle even then as a single upgrade can make up for tens of hours of idle time.
Was fun for a time. Hope it gets polished.
Use % energy buttons seem to exhibit odd behavior for upgrading capacity. Sometimes clicking 10% uses 10%, other times it uses much more. Just now it took me from 100% to 41%.
Would be a lot less repetitive if you didn't have to unlock the quests + rewards in batches of 3. Often times I've already completed several objectives ahead.
I'm a free player. Not a P2W game at all. I've accomplished almost all the achievements, which has allowed me 2x of the most expensive "P2W" item (10x spd) with 182 premium currency left.
Click and hold to drag and drop item rearrangement would be great (swapping with whatevers in the existing tile).
Still needs shift/ctrl/etc+click instead of just right click for connecting buildings.
Petroleum is lovely. I can imagine there being such a crazy surplus that my stores are basically basking in it. Makes for a lovely picture in my mind x'D
Dunno if its just me, but are the reqs for Apple Pie a bit off? When I purchased my first one for 10 Nn, seeing its requirements, I sold all my buildings, had it and 24x apples, apples upgraded till the cost is 6.821 Nn and 6.691 Nn. Even that only gave me 49% effectiveness on apples. Its other resources needs have a similar dilemma (Requiring 20+++ despite being "maxed for this stage of finances") except for Natural Gas.
This is intended and will happen more with the later resources. Even with very low effectiveness, apple pie is still more profitable (per second) than natural gas. But yeah, it takes awhile before you even produce your first pie, so it's wise to keep producing natural gas for some time to make apple pie with higher effectiveness initially. You can take some shortcuts with a more active gameplay (pre-producing resources) or just wait a bit for the first pie (which should still take less than 1 day).
You can call it reward and change the little picture below it to a treasure chest. That'll prob get the attention it needs. I know I like clicking chests! C: If you still think it needs even more pull, give it a small animated background (simple rotating rays is more than enough)
Arrows are confusing, having them both pointing in the same direction (as another has said) is not helpful. Also, kill the border on them... the black border has more "color" than they do, which only makes them look that much tinier.
Wow, you manage to pass that long without all those calculators?! You're a hero! :) We're not sure simply calling it Reward is enough, but thanks for the idea. We probably have to do more than that to make it harder to miss those calculators.
Seems to have potential. However, you progress at a snails pace. Poorly implemented PVP. Add to that the 15 tiers of VIP, and we have another common cash cow. 1/5, I'm out.
I really dislike how dispatching and looting is done. The further I get into the game, the more cumbersome it is. When I want to do the highest level quest available after sending a party to it, I have to leave the quest and come back. Very annoying for farming.
Lots of potential. Would like to see lots of improvements to mangement of units in the game. There are many directions that it can be taken, which is nice. One critical thing imo is an easier way to equip units & sell items. Auto sell based on quality and level would be nice.
Good idea! Thanks!