> Doesn't seem like the M key is optimal. Should probably use the highest generator it can afford, unless it has more than 20, in which case it favors the multipler. Though I haven't unlocked the expansions yet, so that might affect things a bit.
Then again holding down the M key is oddly extremely effective later on in the game...
Doesn't seem like the M key is optimal. Should probably use the highest generator it can afford, unless it has more than 20, in which case it favors the multipler. Though I haven't unlocked the expansions yet, so that might affect things a bit.
I might know why this starts you over. Basically if you aren't logged in, it will start a new game, but this action seems to overwrite the saved game you have.
Mod slider seems broken? You can punch in negative numbers. So you can add say -100 for energy making it require 500% more energy, but this allows for freeing up tons of stuff. Completely breaks it. I actually like the idea of negative mods, but they should be increasing in cost. Though seems like it could be just simply "For X more energy, you get sqrt(X) more mods" or something. I notice I'm often have a very high surplus of energy at times that would be good to sink into something.
"Bosses don't have multikill because each time you kill boss, he gets stronger. So 1000x bosses will be like boss_hp*(1.3^1000), while for regular enemies its enemy_hp*1000"
=> True, 1000x would be bad, but the log base 1.3 of 1 million is 52, log(1 million) / log(1.3). So you could have multiples of say 5 (1, 5, 10, 15, 20...) or 10 (1, 10, 20, 30, 40, 50) rather than powers of 10 and just recalculate the power of 10 each defeat. `log(n) / log(1.3) / int(K) * K` where N is the power of 10 (1.3 if you want to avoid some math) and K is the multiple.
Could use more "end game" content (if such a thing applies to idle games). Seems to be nothing interesting after level 100 other than more enemies to fight and more souls to spend.
Quite a fun little game, but definitely needs more it's only marginally an idle game since it can be easily finished in a day.
I'd like to see more in the store and perhaps some side quests or something. Also the amount you need to earn is quite low. I finished the game at an income of about 4/s. Would like to see millions or billions in an idle game.
End game content is probably the main issue at the moment, little incentive to continue playing. At least for me, the appeal of idle games is what can be unlocked. So there's some interest in what comes between "medium end PC" and "supercomputer", but I'd like to see more.
Though I'll await updates, which do seem to be coming out fairly often, which is nice.
Nice game, would be nice if it was possible to chain commands and do a bit more advanced stuff. such as "inject a; inject b; inject c" or even "inject a b c".
Also a bug, though a really nice one and I'd prefer it just become a documented feature:
If you increase your active paints, the active cell remains if you clear your abilities. So basically the first thing to do every restart (or after returning from idle), is to get as high of a tier for active paints as possible then clear the abilities and reset.
Honestly, I don't see an issue with it remaining as-is. There are abilities that are best used in certain circumstances. For example piling everything into "base color" before a restart is logical.
So progress in my opinion looks like this:
Before restart => Poor everything into base color
After start => Max active paints. Save. Clear. Max Tick Color.
Once things start to slow down => paint stacks and color tiers (plus autosorts), though really auto sorts can be ignored for idle as long as you have smart seller.
I think an interesting option would be to add a game mechanic to allow you to merge a stack of colors into a higher tier color. This could also increase end-game (before restart) progression.
IE: You could convert a stack of X colors to a color X-1 higher. So a stack of two 100s could be converted into a single 101. This would actually reduce your probabilities (one 101 is little more than a half the probability/money value of two 100s), but if you used it on your highest tier color, it would probably have a net increase in your probabilities.
This ability becomes more valuable as you increase how many you can stack. A stack of four 100s could be converted into a 103.
I think faster progress would be possible if you gained colors offline rather than just currency. Perhaps have a skill for that. As right now the best option is to live the game open in a separate window in order to get true "idle" functionality.
Rather interesting game. The probability should be clarified as the "probability of getting a color of at least this level".
I do rather like that you can redo your skills so you can switch from trying to gain levels quickly (more colors per tick) to gaining.
9/10 times I lose => Clicked powerplants when it was set to "max". Seems like max should be limited to things where it's not going automatically make you lose if you click it.
M is for max all. It's there so that you don't have to manually buy every upgrade untill you unlock the autobuyers.