woah.. this is a very clicking-heavy game, but not because you gather resources by clicking but because there seem to be no way to assign or hire worker faster then one per click :(
After update today, it seems the next moon upgrade moved from 5 nonillion to 4 decillion. So the gap is now increased by around 90000% and the playtime you need from like 1 week playing to.. what.. half a year? Guess that's a good bye, AdvCap then.
I'll change the font with the next updates! Sorry but when I searched for one I couldn't choose it and since I'm focusing on the gameplay I didn't really change it in the end, I'll surely fix it in the next updates!
Awesome game. I enjoyed it while its lasted. The end was a bit anti-climactic. No uber-boss fight, just another wave to grind down? And then just one picture and no funny story conclusion?
Woah.. worst UI ever. you have to "Skip Intro" to play, Labels look like buttons, senseless use of animations, hard-to-read font, wrong alignments everywhere, senseless use of shadows that makes everything harder to read, low contrast font colors.. Dude, grab ANY book about UI design, please!
Great game. But I want to question the "+0.5% of TeamDPS to clicker-DPS". These are like an "auto-buy" option for more clicker-gun levels. Why not just add infinite amount of levels of manual upgrading the clicker gun with increasing cost? Have it balanced that the gun is roughly the same as now. This gives the player some kind of agency in the game. More to improve. After all, the game IS all about "clicking and make numbers bigger", so why do you give people less options how to play? Just because Clicker-Heroes has it too? Or do you feel that this favors people using auto-clicker-tools too much? Then I got another idea for you: give the weapon a jammed-state for 2 seconds that triggers more often if you click over a certain threshold. Also, a small recoil that displaces the pistol and force you to counter-steer after each shot could be a nice diversity. Heck, just copy any of the 1001 ideas already in most modern FPS games. ;)
This psycho-background makes me want to throw up :(. "White transparent on white changing background with lots of lines" is NOT a good visual setup! Also, the ball physics is strange. If the round ball bounces on a side of blocks, it never seem to just bounce off, but always find a crack or something to wildly bounce into the ball block..
Nice game, but the UI needs serious cleanup. For example, move related controls together: Move "Produce l/sec" near the Auto-mining, move Need/sec near production tab. Ditch the bubbles and the self in main view and only show them while production is open? Move the "Menu" button into some corner. Move option buttons (sound etc.) and language into the "Menu" - settings-menu. Show 1/10/100 buy buttons only when an buy menu is open and move them near the buy options. Implement proper tooltips for Improvement/Investment buttons and don't reuse the stats panel (confusing) move the l/sec from under the icon into the stats panel
The new UI looks more polished. You removed unnecessary and faked complexity, added simple "+stat" buttons. You added auto-cast for all the stuff. That's fine, but... idle games and especially this game here was all about faked complexity and silly click timing. I liked to browse different upgrades, think about what I upgrade next. I liked to wait for skills to run off so I can optimize their performance. Now I switch everything to auto and that's it. Yes, it was silly and didn't matter. But this is what this game here was about. Now its just watching and clicking buttons without thinking like all the other idle games. Please - think about what you want to be engaging in your game. If its a dia-show of number increases like the old-school idlers then you are on the right track. If you want to have at least some mechanics, combinations and options for the player to explore together with some faked agency, you done it wrong in the last UI update :(.
Sorry, but your user interface is terrible. So much clicking to selecting things, changing menus etc.. Also, no visual feedback about selected cells or what is upgraded and stuff. The graphic is very pleasing and the idea is nice (although a bit "standard" with all the other idle games around).
But the user interface makes playing a chore. :(
I'll change the font with the next updates! Sorry but when I searched for one I couldn't choose it and since I'm focusing on the gameplay I didn't really change it in the end, I'll surely fix it in the next updates!