Wow, my hero was killing a level 9500 enemy in 30 some seconds plus the walk back and forth for 9.5k each trip. i set him back to level 5000 and he is killing an enemy in 4 seconds for 5k. Who'da thunk?
I feel like the interface hides too much information at a time. Can we get an option for a more condensed interface, like all upgrades on one tab and all productions on another?
If I had known I wasn't going to keep the cash on the run I beat the boss, I would have let myself die. Upgrades games should not punish those who wish to get max upgrades.
I am worried that the mutagen cost increase is greater than the meta-mutation earning benefit. Anybody buy this and find they lost mutagen earning potential?
Haha, yes... memories... Remember this time last year, when I was just figuring out how to make things collide in Unity? That was a bitch. Or a little bit after that, when the sound effects were recordings of bubblewrap and me throwing silverware around? Someday I'd like to post up an old version so people can see how far it has come. Thanks for playing!
I really love this game, my favorite idle by far. Thanks for scroll lock. Would be nice to have an option to set upgrade notifications to when you have double the resource needed.
Yeah, maybe it has something to do with Unity or my monitor size. I used a ruler so I could bisect the line for eyes and if I click at the mathematically correct mirrored location, I always miss by a little. I don't even know how to begin the math to figure for a correction.
For me it looks kinda good. In the code it is exactly mirrored and I didn't take a ruler just hand-eye koordination and it is way harder than the others but I still was able to get the level up to 50 without and GP spent for no point reduction and I probably could go higher if I would do it longer.
The main problem with relying on jars for ooze is that the jar is a match dead zone and often gets stuck on top of the bottom row and you have to clear the board before moving it again. Two ways I have thought of to combat this would be 1. make the last row under a jar only require 2 orbs to break 2. make the jar eat whatever orb is under it after a certain number of whatever sized matches. Both of these options would greatly reduce the stuck jar phenomenon.
I think it should make tapping a lot more viable as well ... it's pretty easy to do more damage with taps vs idle if you level Fury and use the spells.
Unfortunately I think you got stuck...