Great sequel! There are lots of changes but the core of the game is intact. I was a fan of the first one, and I like how active you are with updates and replying and all that jazz.
Unless I'm missing something, why would someone purchase overclock II instead of overclock I? I just started playing so I might be missing something but if you want 25 minutes of double production, 5x overclock I costs $11,000 while 1x overclock II costs $15,000?
It's the reducing the amount of clicking required to buy and use the items that makes it more expensive. Would you rather buy 25 Overclock Is (50 clicks) for 55k cash or 5 Overclocks IIs (10 clicks) for 75k cash? I would probably do the latter unless I'm low on cash. c:
This is exactly how you're NOT supposed to treat boss fights: a tedious, unrewarding war of attrition. Slapping on 10 minutes worth of health doesn't make a boss harder, especially when it only has maybe 2 or 3 attack patterns.
To continue my train of thought, these minigames could be made a lot more fun by simply changing the scoring systems. For the speed running minigame, perhaps giving a set amount of points for each "floor" cleared; scoring would be virtually the same, but would be a lot more responsive. Another example, the endurance flying minigame, perhaps you could take a(nother) page out of Orisinal's "Winter Bells"; scoring is based on the number of "bells" (or, in this case, seeds) you hit, and is much more addictive because of the way the player is rewarded (again, instant gratification)
There's also a sort of kinaesthetic aspect that is missing in a lot of the minigames, which makes them a lot more boring than they might otherwise be. Awarding points passively for staying alive is probably going to be received a lot less positively than awarding experience for something active; a sort of instant gratification that makes games so addictive.
The minigames that were to most fun were the ones that strayed away from the "stay alive as long as possible" philosophy simply because they felt like they required more skill and were less of a grind. These included the diving minigame, as well as the flying target practice minigame. Tweaking already existing games could give them a refreshing facelift too; for example, changing the scoring method on games such as the endurance flying minigame so that instead of gaining points for staying alive, you could be awarded points for staying as close as possible to the leader's trail
Thanks, trying my best to augment the game rating a little c: