I like the concept, but it doesn't 'do' it for me. Not really idle, progress stalls when not buying upgrades very quickly, about one or two ring-levels. Only a bit of strategy in where to invest prestige, the rest is a simple max-buy-all-routine.
Season and map lvl should have an effect on droprates of core, sword, bubble etc. It's stupid that whilst grinding for the first plasma the Phone-leader becomes the best core-drop so no more incentive to season-up. Poor balancing stops me seasoning-up so I can't explore the upgrading-tree. Great concept, really enjoy the core mechanics, but sadly almost no gain in a soft reset.
The cap on prestige-currencies creates weird bottle-necks that make the game more a grind-fest with little reward for the player. Also not that idle as progress stalls quick when afk, Maybe the dev should spend a bit more on balancing to pace the game instead of the caps.
Maybe combine the sell/museum-buttons, now it's two clicks to clear the stash 'cause selling new designs instead of putting them in the museum is kinda silly.
At the moment a weird combo of idle-game-play (waiting for some resources to build up) and active-game-play (massively dependent on clicking to progress). Weird combo, I feel forced to use an autoclicker for the first time.
Yea we might lower the next zone barrier in the future