I like the game well enough, but I wouldn't mind a much numberier block of statistics. How does velocity effect damage? How much of my initial velocity is from Muscularity? What percentage of damage is PSI crush providing? How many points of toughness do I actually have, so I know how much Aliveman to get? More math means more optimization, which is one of the few things there is to *do* in an idle!
How about a pop-up after every patch, just so there won't be so many people freaking out over nothing: "Exotic Particle formula changed to reward more EP. Upgrade costs lowered. All upgrades (normal and prestige) have been refunded so you can repurchase at the reduced prices. And as usual, your reactor has been paused so you can deal with these updates."
Apparently, the trick to getting several Protium Cells is NOT upgrading things. No unleashed cells, and very few"Active Exchangers" and "Improved Heat Exchangers". That seems... backwards.
Well, the new build is... interesting. I could still use the same build as before (albeit with a bit less heat) and get almost as much. The interesting thing is these Heat Outlets. You can go crazy with the reflectors, since you don't have to worry about attaching a couple fans to each cell. Even without being able to use the heat bonus (/sadface) I'm still making more than I did in older builds!
As a philosophy - cribbed from my time with MMOs raising level caps and tiers - sweeping power boosts should help newer players catch up to the veterans, rather than let the veterans widen the gap even further. And everyone hates nerfs. They make people that didn't or couldn't take advantage of a pre-nerf state feel like they were cheated out of something. As such, be very careful when you're making numbers bigger, because it's hard to put that djinni back in the bottle.
Making all of the new 3500/4000 achievements into "all" does seem exceptionally powerful, but I'm not quite there yet, so I'll refrain from commenting. But the "discount" upgrades from 10^75~10^87 doesn't seem like it'd do much to carry people through that whole range. It feels like a very insignificant gain.
(As an aside, I rather like the idea of investing in upgrades that stick around, and even make your next go-round start faster. The extra skeletons are quite nice, and I can't wait to see what kinds of things fancier books do.)
Losing the 500% everything for 4000 skeletons was quite the blow to soul-gain in that range. I even had to switch staves, since the last four spawns weren't nearly as useful anymore.
Quite a fun little game. Lots of nice little things; I think my favorite idea here was the growing graveyard as your time metric. The market worked well, and the little "tech-tree" worked very smoothly.
Couple little thoughts I had as I was playing:
Hitting "continue" after beating the game freezes it at the ending screen. A "Sell 10" button would be nice in the market. "2x Knowledge" was the last thing I researched; it'd be nice to see the skill tree ahead of time! Knowing about school/pens/mills/wells and the requirements would also be good for planning. Going to 0x game-speed while on the market/research screens would be handy. A "hard mode" where each gravestone gets its own tile could be entertaining. Real-estate would vanish very quickly! Lastly, some sort of endgame goal: After researching every skill, for 250 Knowlegde you learn a new hose design that takes 500 wood. Or maybe you'd need to save up 50,000 gold to pay off some debt. Heck if I know!
Thx, good suggestion, i'll do smth in following updates. I expected that players check "Updates" tab and din't want to clone this functionality :)