I'm disappointed but not surprised. Artist Idle was pretty much this bad when it came to aggressive monetization, so it makes sense you've made both games. Just charge me a few bucks and be done with it, I'm willing to pay a simple upfront cost-- not a hundred bucks worth of microtransactions.
Yeesh. Lot of people who don't understand basic statistics or how the attacks work. You're doing great, this is one of those idle games I've always wanted.
You should definitely prevent Dexterity from showing up on any weapon that isn't a bow and all accessories that occupy the second hand slot. You can't even equip Dexterity shields.
This game is about as confusing as the first LORED, and it's really difficult to take a breather. You definitely don't generate souls fast enough to get the early upgrades and respawning tribes is killer on your soulcount.
I just finished this version, after a very nice preview into things to come. Definitely love how you can cap out your ants, and how the shop starts shrinking over time. The grind slowed to a halt at 100 orange, but I'll keep checking in.
Faster ants aren't being particularly prioritized, but the speed has gotten significantly faster, kudos. Any chance we can get rid of black and red ants yet, or convert them into higher tier ants?
You can interact with them with the mouse if left click is held down. I had thought about an offset being applied if too many consecutive bounces happened but that can be advantageous in certain circumstances.
Needs more UI work, and it should be possible to click between windows. You could probably find a way to stack Loreds, or add scrolling-- some way to view all your Loreds at once.
Loving the new update. Can you display the max levels for depth upgrades? I want to know how many purchases I have left to make for each new vector upgrade.
Thank you very much! The game does save, so you won't need to restart if and when you come back to it.